Hi! I’m a technical artist working in the games industry, currently at Criterion Games with Battlefield Studios.
Here’s a blog of my personal projects, along with some info about me and my work.
Vertex Colour Ambient Occlusion Baker Tool in Unity
A vertex ambient occlusion baker is a classic tooling project, perfect for 3D mobile and web games. I started one some years ago to improve my C# skills, but I’m revisiting it now with much more confidence in C# and programming to distil what I’ve learned into a simple project. This tool’s basic method is:…
Keep readingWIP – Raymarcher in Unreal
Raymarching is a subject that has always fascinated me as it relies on completely different logic than traditional raster rendering. Objects are represented by signed distance functions (SDFs) instead of sets of mesh data. A signed distance function is essentially a spatial gradient describing any point in space’s distance to the surface of an object.…
Keep readingWIP – Procedural River Tool in Unity
This is another tool that I am recreating from an old university project. It was my introductory project to Unity’s mesh API and editor tooling and I’m redoing it to practise my tool development after working in Unreal at Spliced Inc. Bezier Curves The base for any spline tool is creating the splines to begin…
Keep readingWIP – Dynamic Weather Plugin In Unreal
This was a project that started off in university and ended up being quite ambitious, I learned a lot from it though and decided to revisit the concept in 2024 with the knowledge that I had built up from working in Unreal in the industry. This plugin involved developing particle systems, custom materials and material…
Keep readingToon Inspired Post Processing with Unity’s Scriptable Render Pipeline
This project was a way to refamiliarize myself with Unity, an engine that felt like it was always changing in the realm of graphics. I had learned how to use Unity’s Universal Render Pipeline a couple of years ago and wanted to start learning the Scriptable Render Pipeline. The Scriptable Render Pipeline (SRP) is an…
Keep readingCustom Compute Shader Bloom in Unity
This project was my introduction to writing compute shaders in Unity. Doing a post processing effect was a familiar context for me to work in and I knew how I could write my own bloom shader. Blur Algorithms Bloom is achieved with a threshold that masks the brightest pixels from the scene texture and blurring…
Keep readingSimple Liquid Shader in Unity
A liquid shader made in Unity’s Universal Render Pipeline using HLSL and C#. The liquid shader has a consistent fill level and a C# script that wobbles the liquid when the container moves, with a glass cel shader on the containers. The 3D models are comprised of a mesh for the glass container and another…
Keep reading