TECH ART

Technical art skills facilitate performant, visually cohesive and readable games. I Utilize game engine data to enhance feedback systems, improve environment readability, and add texture detail. I also design and develop tools to quickly create optimized procedural detail.

Before adding features, I perform controlled tests, measure performance costs and project the data to estimate costs based on the project scope.

BY PROJECT

[2026] Sacrisigil | Game

Gameplay reactive shaders

Damage post process

Procedural foliage

Cinematic rendering (for promotion)

Distance field grit and D-buffer decals

Modular kit tools and instancing

Focus areas

  • Final vision cohesion (post process, reactive materials, volumetrics, colour grading, d-buffer decals)
  • Data-driven materials (LOD distance, distance fields)
  • Art tools (Spline layout tools, procedural scattering, procedural dev textures)
  • Rendering optimisations (APIs, real-time and baked lighting techniques, rendering pipeline, instancing, batching)

[2025] Angel Cleaver | Game

Light function masks

Volumetrics

Focus areas

  • Volumetrics
  • Lighting

Future goals in tech art

In the future, I aim to

  • Create more complex procedural generation graphs
  • Utilise HLOD generation for better drawcall performance
  • Explore different relief mapping techniques
  • Learn lighting in specialized engines for rendered and real-time productions