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


I post a lot of my personal work on YouTube. Embedded is one of the tutorials I did on creating a post process material in UE4.
https://twitter.com/MattVerkuijlen/status/1415794295035109381
Twitter is another place where I post a lot of my projects. The above is one of the gifs of my toy render engine, running a pathtracer inside of a fragment shader.

Some other projects I particularly liked:


https://twitter.com/MattVerkuijlen/status/1366036329847533568

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.