Technical Art
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12 projects
Water Shader — Real-Time Surface & Caustics
Developed a custom real-time water shader featuring vertex displacement for waves, screen-space refraction, and projected caustics. Built for production-ready environment rendering pipelines.
Last Year’s Bones — Procedural Animation Study
Explored procedural animation techniques combining Houdini systems, custom materials, rigging workflows, and atmospheric rendering. Technical art study focusing on mood and motion.
Harmonies Ascendent — HLSL Unity Shaders
Wrote custom HLSL shaders in Unity for visual effects and stylized rendering. Collaborated with a 4-programmer team to deliver rendering solutions for a narrative-driven adventure game.
Procedural Foliage System — Houdini Tool
Built a Houdini-based vegetation generator producing optimized meshes with baked wind data. Automated Unreal Engine export pipeline for production-ready environment assets.
Spite: Catharsis — Pipeline Tools & HLSL Shaders
Developed Maya Python tools for pipeline automation, built Houdini procedural systems, and wrote custom HLSL shaders for stylized visual effects. Collaborated with a 14-person action RPG team to empower artists and streamline production workflows.
Camilla — Procedural Robot & Environment System
Complete procedural character generation pipeline with 100% code-generated geometry including hands, automated rigging, custom animation controllers, stylized environment with material library, and integrated VFX. Built as Houdini HDA for production scalability.
Humanoid Rig — IK/FK & Advanced Foot Controls
Production-ready character rig featuring seamless IK/FK switching, advanced foot controls with heel/ball/toe pivots, and animator-friendly controllers. Built in Maya with constraint-based systems and clean channel box organization for professional animation workflows.
Vertex Animation Texture Pipeline — Houdini to Engine
Built a complete VAT workflow in Houdini for real-time fluid simulation playback. Created procedural fluid systems, baked animation data to textures, and implemented engine-ready shaders for performance-optimized VFX.
Cat Jam — Animation Systems & State Machines
Implemented blend spaces and animation state machines in Unreal Engine for responsive character movement. Focused on smooth transitions and gameplay feel for a team production.
Modular Farming Toolkit — Environment & Water VFX
Created a complete farming environment pack featuring procedural terrain systems, real-time shaders, and interactive props. Optimized for game engines with production-ready workflows.
Procedural Material — Substance Designer Workflow
Created a node-based procedural material in Substance Designer for real-time game engines. Focused on scalable workflows, rapid iteration, and production-ready technical art pipelines.
Idle Village — C# Game Systems & Tools
Architected a complete Unity game from scratch featuring personality-driven AI, Firebase data persistence, gacha mechanics, and UI frameworks. Demonstrates ability to build production-ready tools alongside technical art work.
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