"Passionate about create and desing new experiences"
I worked on different Tech Art areas:
3DMax Rigs (C.A.T/biped)
Shaders (HLSL / CG):
UI Visual Implementation, Layout, Groups
Tweening (DOTween) menus, buttons, ….
Environment Tech Art
Light Probes, PBR materials, lightmaps and decals
(scripts, shader implementation, animation trees)
Optimized graphics (batching, drawcalls, profiling....)
Lighting (baking, ligh probes,....)
CG / HLSL / GEOMETRY shaders
I implemented in FallGuys a whole host of different shader solutions. Mostly
surface/fragment shaders for 3D environments, but also for UI and geometry
shaders to simulate snow in the winter season (s4).
They were build by code as node solutions were causing more problems when targeting different platforms
Fragment shader with a triangular wave pattern and gradient used for the UI background.
The colors change depending on the screen there is a scroll animation of the pattern.
A surface shader, supporting triplanar mapping, 3 scrolling textures to visually
communicate the gravity state (low/high gravity), scanline, reflections, normal,
and dissolve transition effect when the zone transitions
between the 2 gravity states (high/low gravity).
The texture, color, speed and dissolve changes when the states change
are controlled by a script though MaterialPropertyBlocks.
C# , CG shader
For the winter (FallGuys season 4) I developed a snow effect solution for the levels.
The solution consits on a geometry shader and a precipitation grid system attached
to the brain camera, so when the camera moves the system moves with it.
This way we can have an optimized solution (the snow only occurs in the grid) but still giving a sense of depth and 3D space
(the snow is NOT just a flat effect overlayed on screen space)
C# , CG shader
The snow shader contains the logic to create the quads, uv and particles movement
The grid script creates the grid and keeps track of the camera position.
The grid is based on cells and it allows the camera to move with some freedom inside this volume. This way it allows 3d interaction and depth between the snow particles falling and the camera movement.
The precipitation manager is controlling the shader properties through Property To ID and also reading the grid settings to know the area where particles need to be rendered.
Cloth Master material
different cloth types (masked)
and effects for customization
DECAL BAKE TOOL
Solution that combines all the decal meshes in one mesh with the size texture indicated so the level artists can optimize the decals once they finish placing them in the level.
The script gets all the decals meshfilters, creates a new texture packing all the decals textures, keeps track of the the UV’s of each mesh and then combines all the meshes in a new mesh with just one material.
TECHART for ICE TILE OBSTACLE
For the season 4 , FallGuys introduced a new obstacle: an hexagon ice tile that will break when players step on it.
It has 3 different break states.
I implement the visual solution for those:
● Creating a custom ice shader
● Change shader properties through MaterialPropertyBlock to set the different states
● Create different meshes and set a meshfilter iteration through them when the state changes. Each mesh has less than 300 vtx so it can use dynamic batching.
● Trigger different vfx prefabs for each state change.