Professional Work

THE FINALS
Shaders for weapon & character skins
Performance, stability and optimisation
Art team support
Indiana Jones and the Great Circle
Planning graphical and engine features
Prototyping level sections
Terrain and vegetation tooling in Houdini
Support for art team


Everwild
NDA
Sea of Thieves
Memory profiling & optimisation
Teaching art teams about memory optimisation
Character Wetness Shader
Tooling and tool support for prop art team


Gears: Tactics
Profiling & Optimisation
Establishing best practices & teaching artists
Assisting art teams with content setup
Driving rendering features, like the temperature and climate aware material systems
Technical breakdowns and blockouts for complicated outsourcing assets
Cinematic setup and support with previz
Gears 5
Multiplayer Map profiling & optimisation
Multiplayer Map risk assessments
Basic rendering feature investigations
Simple art tool creation


Gears of War 4
Multiplayer Map Environment art
Multiplayer Map profiling & optimisation
Simple art tool creation
Horizon Zero Dawn
Environment art:
Bandit Camps
Ruined Cities
Natural Areas
Assistance with profiling
Flagging performance concerns

Publications
Exploring Houdini: Use of PDG in Game Pipelines
Published February 15th 2021
https://80.lv/articles/exploring-houdini-use-of-pdg-in-game-pipelines/
I wrote about my experience with using Houdini’s Procedural Dependency Graph for Game development pipelines.
How Splash Damage built efficient material systems for Gears Tactics
Published August 11th 2020
https://80.lv/articles/how-splash-damage-built-efficient-material-systems-for-gears-tactics/
Together with Raouf Bejaoui I wrote about the Material System for Gears: Tactics
Personal Work
Some other projects I particularly liked:
I took a series of playing cards with GLSL cards on them, turned their code into SDFs, and made them transition from one into the other. This ran in Shadertoy.
A parametric swing set I created for in Houdini HOULY 2020 day 6, which was a month long daily Houdini challenge.
One of the projects I built for a workshop on Compute Shaders in Unity.
A different project I built for HOULY 2020 in Houdini, which was a bunch of parametric skeletons, which I wanted to collapse. Generated and rendered through PDG.

A rope physics simulation I built in Unity. It simulates physics, and allows the user to move the ropes and pin them in place.