Welcome to my portfolio, you'll find my best projects!
I am looking for a position where I can combine my technical skills and my game design knowledge in a team project.
Looking for mainly a Technical Design opportunity, I also have a generalist profile: I like to touch to everything in a project.
Freelance / Professional Experience
I've published two assets on the Unreal Engine Marketplace (now Fab), which taught me how to adhere to a set of specifications required for released assets on a public marketplace, while also generating revenue.
On the asset I've released there is: a set of 23 beer glasses with a custom simple glass shader that transitions from standard lighting to Path Tracing (if render are needed).
The other one is a shader I adapted from Game Maker to Unreal Engine, with the original creator's approval.
This Material Instance allows the artist to control key PBR scalar values, as well as the glass color and index of refraction. The metallic and Opacity channels are also exposed for Path Tracing.
The material automatically switches to Path Tracing mode when this render method is enabled.
The 3D asset pack has been sold 25 times.
This is to demonstrate the easy switch to Path Tracing lighting with the glass material, because default glass shader aren't supported by the Path Tracer, it requires special values for the Metal & Opacity channels.
In the video, the Path Tracer quality have been reduced in order to load fast for a short watch time without any cut.
This texture rendering method creates a limitless Level of Detail effect on the applied object.
By leveraging low-resolution textures, it ensures that players rarely notice missing close-up details, making them a viable and optimized choice.
Currently, the shader only supports Unlit mode and only works for organic textures (e.g. sand, grass, rocks, …).
This is the original code that I rewrote, requiring multiple adjustments and several modifications to make it work in Unreal Engine, as I opted to write it in HLSL.
Source: GM Shaders