Dipped my toes into Niagara and brought the race to life with stylish VFX
Crowd System Enhancement
Revved up the crowd system, tuning animations and behaviors to run smoother. Consolidated crowd actors into a single one, reducing draw calls and making user-experience sleek
Vehicle Team Support
Maintained tech art for the cars created by the in-house vehicle team
Optimization
Turbocharged game performance by fine-tuning assets and systems
Vehicle customization feature support
Upshifted scripting tools and fine-tuning materials for vehicle customization
It was a first ride with procedural building generation system using Houdini, which was a great learning experience for us
Materials & Shaders
Developed flexible materials for procedutral buildings. This reduced the 'fee' of creating textures for buildings and gave us more flexibility in changing the look of the town
Vertex Animation Effects
Learned how to bake simulations to textures (VAT) in Houdini
Performance Optimization
Optimized game performance to make it happen on Nintendo Switch
Outsource Team Supervision
Steered external art teams and asset delivery, ensuring quality and deadlines were met
First time where I was focusing on various materials car paint materials. Reveresed engineered car paint shaders from Unreal Automotive examples and optimzied those for the game needs
Performance Optimization
The game has to run well on all major platforms, so that we did
DLC Vehicle Creation
Graduation Poject. Designed and modeled sponsor vehicles for DLC content. During this project full pipeline of complex asset creation was covered from concept to in-game implementation.
Technical/VFX Artist
(Fusion Interactive)