Experienced in creating a wide range of visual effects for cinematics, real-time games, and interactive 3D projects, covering both high-fidelity simulations and optimized real-time implementations.
Creation of complex, multi-layered large-scale effects, including water simulations, destruction systems, soft-body deformation, environmental simulations, and other physics-driven phenomena.
Development of VDB-based volumetric simulations for cinematic or hybrid pipelines.
Production of flipbooks and custom projection meshes for efficient integration of complex simulations into real-time environments.
Creation of high-quality simulation caches and Alembic assets for integration into game engines, including simulations containing mesh deformations beyond standard transform animation (organic explosions, tearing materials, cloth destruction, etc.).
Development of optimized real-time VFX using particle systems in Unreal Engine (Niagara) and Unity (Shuriken) across multiple visual styles including realistic, stylized, fantasy, and sci-fi.
Creation of gameplay-driven effects such as:
character abilities and spells
portals and teleportation effects
death and enemy destruction effects
environmental effects (dust, fog, volumetric light shafts, torches, smoke, atmospheric particles)
magical and energy shields, force fields, and barrier effects
Creation of environmental interaction effects, including lightweight destruction and reactive environment systems (breakable objects, environment responding to player actions).
Development of shader-driven visual effects, including energy fields, force barriers, stylized liquids, and procedural materials.
Experienced in bridging artistic visuals with technical implementation, focusing on real-time rendering, shader development, asset optimization, and gameplay-driven visual systems.
Development of custom shaders for characters, environments, terrain, decals, and VFX using Shader Graph, node-based systems, and HLSL.
Creation of both physically based (PBR) and stylized rendering solutions, including toon/cel shading pipelines.
Shader optimization and restructuring of texture channel packing workflows for efficient material performance.
Integration and configuration of post-processing pipelines, including both stock and custom post-process solutions.
Development of visibility solutions for player characters, including object fading, alpha-based transparency systems, and masking techniques.
Implementation and management of render layers and lighting layers.
Development of interactive environmental systems, including dynamic water and vegetation reacting to character movement.
Creation of dynamic outline shaders and object highlighting systems for gameplay interaction.
Mesh validation and troubleshooting, including detection and correction of visual artifacts and geometry issues.
Optimization of 3D assets and textures to meet performance targets.
Lighting setup, troubleshooting, and light baking workflows.
Creation and assembly of gameplay environments and levels based on technical specifications or visual references.
Development of character controllers and gameplay mechanics within Unreal Engine.
UI implementation and development of interactive UI logic integrated with game architecture.
Design and implementation of gameplay system structures and interaction logic.
Experienced in creating and optimizing game-ready 3D assets, as well as building procedural workflows for scalable content production.
Creation of hard-surface 3D assets using Blender and Cinema4D.
Development of procedural asset generation pipelines in Houdini, enabling scalable generation of objects and environment elements.
Experience producing models across various polygon budgets, including LOD creation and automated retopology workflows.
Geometry optimization, mesh repair, and correction of topological issues such as N-gons and shading artifacts.
Experience with both automatic and manual UV unwrapping workflows.
Creation of procedural texture blending systems and shader-based texture processing, followed by baking within 3D software.
Creation of texture sets using Substance Painter.
Development of complex and animated shaders within both DCC applications and real-time engines.
Basic rigging for mechanical and organic models, including manual animation creation for rigs.
Experience working with photogrammetry pipelines, including:
editing and optimization of point cloud data
conversion of point clouds for use in 3D environments
development of custom pipelines for converting high-density scans into optimized polygonal models while preserving maximum detail.