ONER PROTOTYPE | MADE IN UNREAL

A quick game I made in 2 months with minimal artwork.
Used for practice implementing simple game mechanics, physics versus kinematic interactions with frame rate and procedural meshes.
Frame rate chopping due to the recording software. Game runs at 60+fps.

All artwork was created by myself.


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CITY GENERATION TOOLS | MADE IN UNREAL, MAYA, SUBSTANCE DESIGNER / PAINTER

Buildings use only two materials using 3 textures files each (Color/Mask, Metal/Rough/Ambient, Normal). The shader was constructed to introduce a wide variety of variation throughout the map.
Variety and spline shapes are defined by the tool's user.
Made for use with Team Nitrous Cat's development of an open world cyberpunk car combat game called Last Transmission.

All artwork was created by myself.

https://www.lasttransmission.net/


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PLANET GENERATOR WITH PHYSICALLY ACCURATE FRESNEL ATMOSPHERE | MADE IN UNREAL

Shader developed to provide an accurate fresnel effect on the planet's atmosphere based on the "sun's" light source.
Planet's colors, textures, atmosphere and atmosphere scaling are all defined by the tool's user. 
Made for use with Team AstroNaughty's development of a space shooter game called Grimmstar.

All artwork was created by myself.

https://www.grimmstargame.com/


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WORLD AND VERTEX NORMAL ALIGNED SNOWFALL | MADE IN UNREAL

Created to practice various masking methods with shaders.
Snow and ground textures are both world aligned triplanar projected.
Snow builds along the world's positive Z and slowly spreads out in all directions.

All artwork was created by myself.