I am a driven Technical Artist who focuses on tools programming and graphics engineering. My ambition is to maintain the pipeline between programmers and artists, increasing workflow efficiency. I always look forward to playing a supportive role within a production timeline by assisting teammates and users.
Ichorous is a multiplayer action-adventure game. You play as a young woman named Ira who has been sheltered from the mystery of the worlds that surround her.
Utilizing ichor, a powerful source of fluid energy, you engage in immersive combat, explore various elemental biomes, and find out who Ira really is.
Role:
As the Technical Artist of the team, I was responsible for visual effects, shader scripting, and environment interactions.
This includes integrating custom water physics based weapons, attack visual effects, and more.
Developed Features:
Here are a few features I developed worth highlighting…
Elderberry Trails is a top-down open world adventure game developed in 1 year as a personal project outside of normal class work with a team of 8.
You play as a young lumberjack exploring the wilderness with a goal of ridding it of the plague that hides.
Role:
As the Technical Artist of the team, I was responsible for visual effects, shader scripting, and environment interactions.
This includes integrating our stylized toon based post processing shader to develop a system for occluding leaves from the camera while complementing the environment that surrounds the player.
Developed Features:
Here are a few features I developed worth highlighting…
Tree camera occlusion shader
Interactive grass shader
Toon post processing shader
Toon watershader
Depth-Based outline shader
Kicking leaves VFX
Cutting trees VFX
Attack Combo VFX
More...
Aknowledgements:
2019 GDC Exhibitor
2019 IntelxGDC Universtiy Showcase
How to Play:
Move: WASD | Left Analogue stick
Run: Shift
Jump: Space | A
Attack: Left Mouse Button | Right Trigger
Interact : F | X
MetroGnome is a Rhythm game in which you explore as a hiker in a voxelized world. Pick the song of your choice, record the rhythm you want to follow in game, and defend yourself from the beats.
Role:
As the technical artist I worked on everything related to Art Assets including…
VRsus guARdian is a two-player, cat-and-mouse hunt, where one player with an AR tablet searches through a physical space, while another player on PC navigates a virtual world that maps to the physical one.
Role:
My core responsibility as the technical artist is shader scripting, rigging models, lighting, and particle effects.
Implemented Physically-Based Rendering cel shader using unity's deferred renderer
Within the writeup linked above, I highlight a few features I developed improving the material painting workflow for artists.
The features include...
Heatmap altitude debug shader
Terrain layer eyedropper tool
Layer painting tool updates
Terrain toolbox updates
Terrain Tools Analytics
During our development sprints we realized that there was a large disparity of user feedback and data.
To solve the disparity issue I created an analytics API to track user data when painting on terrain and
allowing users to utilize the API for their own custom brushes. This change greatly improved our process
for verifying future changes and deciding on key areas of our tools to work on. I currently manage the
full system from integration to visualization.