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 – Unity Procedural River Tool
This is another tool that I am recreating from an old one I made at University. It was my introductory project to Unity’s mesh API and editor tooling. I’m redoing it now to get back into coding in C# after spending the last few years in Unreal. Bezier Curves The base for any spline tool…
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…