Hi! I’m a technical artist working in the games industry, currently at Spliced Inc.
Here I have a blog of my personal projects, as well as some info about me and my work.
WIP – 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…
Toon 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…
Custom 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…
Rivers and Waterfalls Unity Tool
This was a small university project to get more familiar with tooling in C# using Unity’s mesh API to create my spline mesh tool, used in this case with a river/waterfall shader. Bezier Curves Before doing anything with the mesh API, I started with generating bezier curves with just 4 points and their handles. I…