Sci-fi Camp Scene

Unreal Engine / Niagara

Flythrough of some vfx for a Star Wars–inspired camp scene.

VFX Included

  • Fractal / Branching Lightning
  • Thruster Effect
  • Interactive Electrical Structure
  • Campfire
  • Chain Simulation (Vines / Cables)
  • Interactive Grass
  • Hologram Effect
  • Steam Effects
  • Heat Distortion

Cabin in the Woods

Unreal Engine / Shaders / Blueprints / Niagara

A cabin-in-the-woods scene with a supernatural twist—magic circle, blood, webbing, and entities. Features custom snow deformation, a snow-fall tool, spline-based cables, vertex-animated boids, and blood decals.

VFX & Tools Included

  • Landscape deformation shader (player-driven snow displacement)
  • Snow Fall Tool (grid-based coverage, SDF mesh, slope-aware)
  • Snow Displace Plane Shader + BP_Capture (scene capture, persistent displacement texture)
  • Snow sparkle effect
  • Web / Cable Blueprint (spline-based particles, static mesh export)
  • Boids (butterfly meshes, vertex-animated textures)
  • Blood stain / blood spill decal tool
  • Fog, candles, tree sway, cloth simulation

Volumetric Raymarched Clouds

Unreal Engine / Game Development / WIP

Developed Volumetric Clouds using raymarching, allowing the player to fly through them. Generated using a Pseudo 3D noise texture and a raymarching shader, affected by sun position and time of day.

Also developed texture authoring tools to control cloud fade and position within a volume. WIP: oversimplified shadow system and banding reduction via bayer noise.

Chain Simulation (GPU Niagara Based)

Unreal Engine / Niagara / Game Development / WIP

A Niagara-based chain/cable simulation using a chain link hierarchy so each link maintains position and orientation relative to its neighbors. Works with sprites, ribbons, and meshes. WIP: collision.

Butterfly Flocking Simulation

HLSL / Unreal Engine / Game Development

A butterfly flocking simulation using a boids algorithm. Boids are attracted to the player or a point of interest and avoid obstacles via distance fields. Uses a grid-based spatial system to avoid iterating over every boid.

Real-time Deformable Snow and Procedural Snow Generation

Unreal Engine / Game Development / Vertex Shaders / WIP

Real-time deformable snow using vertex shaders to displace a tessellated mesh based on player movement. Also includes a procedural accumulation system at both material and mesh levels, using layered noise and displacement textures.

Procedural Webbing

Unreal Engine / Game Development

Procedural webbing with two implementations: a shader-based method using Worley/Voronoi noise, and a dynamic mesh system generating 3D cables that anchor to environments in cone or spherical distributions.

Wind Simulation

Unreal Engine / Game Development

Wind simulation shaders for foliage and dynamic objects. Noise-based turbulence with multi-layered effects so different parts of an asset (trunk vs. leaves) respond uniquely to wind forces.

Blood Spatter

Unreal Engine / Game Development

Blood spatter shader applied via decals with parameters for thickness, spread, and shine — randomized by position so no two instances look the same. Includes a particle drip effect and threshold-based stretch prevention on tight angles.

Materialize Shader

Unreal Engine / Game Development

A weapon materialize shader built to explore alpha mask creation and manipulation in Unreal Engine's material editor.

Experience

RBC Borealis (Data & AI Research Division, Royal Bank of Canada) - Current

Software Developer Intern/Co-op

Education

York University - Current

I’m a Digital Media (Game Arts) student at York University. Digital Media is a program offered by the Lassonde school of engineering.

Courses

Object Oriented Programming-Java, Data Structures, Shell Scripting, Game & Web Development, 3d modelling

Sheridan College - Previous

Diploma in Computer Programming

Contact

zimikejiani[at]gmail[dot]com

I’m currently open to internship/co-op opportunities. Feel free to reach out!

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