Unreal Engine / Niagara
Flythrough of some vfx for a Star Wars–inspired camp scene.
VFX Included
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
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.
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.
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.
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.
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.
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.
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.
Unreal Engine / Game Development
A weapon materialize shader built to explore alpha mask creation and manipulation in Unreal Engine's material editor.
Software Developer Intern/Co-op
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
Diploma in Computer Programming
I’m currently open to internship/co-op opportunities. Feel free to reach out!