Spirit and Steel
This was the project I worked on at Digipen during Spring ‘25. I was a technical artist on the team and I primarily focused on procedural environments and shaders. I also worked on some 3D modeling and creating interactable blueprints.
Procedural Stylized Rocks
I worked on creating two tools for making rock terrains for the beach regions (layered rocks with grassy tops) and the volcano regions (basalt rocks). I made the generators in Houdini where they take in a proxy mesh and create a rock from the shape. I then imported the tool as a Houdini Digital Asset into UE5 for other level artists to use.
Base Fluid Shader
I worked on a base fluid material that could be reused to make the different water materials needed in the game - water, lava, oil, and polluted water. I also worked on optimizing these shaders. The shader also uses the normals of the water plane to either apply a waterfall effect or flat water effect.
Tools to Aid the Asset Pipeline
I made a Houdini tool that quickly auto UV unwraps assets and a smart material that could be reused to apply a watercolor effect to all assets. This was reused by all other artists on the team.
The Halls of Tindalos
Pirates of Candyland
This was a team project I worked on at DigiPen. The goal of this project was to complete a video game pitch in one semester in a team of 4. I was the lead environment artist and the lead technical artist for this project. The environment assets were modeled in Maya and Houdini and the final scene was assembled in Unreal Engine 5. In addition to the environment, I developed several tools in Houdini to help with the project.