Personal Game Development
Some ongoing personal experiments with cutting-edge tools.
A short animation using UE5 sequencer camera with niagara vfx. I also made a bouyancy blueprint for the floating starfish:
Procedurally generated landscape in Unreal Engine 5.4.1:
I'm using Gaea for the terrain generation, and the megascan landscape surfaces in Unreal are determined by the maps from Gaea. Then in Unreal, I created a PCG biome that procedurally places trees, grass, and rocks on the landscape according to which surface is being used. They avoid each other so there aren't overlapping objects or trees growing in rocks. I added drone flight controls to the first person blueprint so i could easily navigate and explore these worlds.
UE5 Tilt-Shift Camera Setup with Niagara interactive water simulation:
I’m having some fun here testing out fracture with physics in UE5. I converted the standard FPS gun to a grenade launcher so I could break some of the fractured objects. The rock has interior textures when it’s broken – Pretty cool built-in functionality.
I sculpted this character in Zbrush, textured him in Substance Painter, and rigged him in Maya. This is a test of his rig in Unreal Engine 5.4 with some Mixamo dancing animations mixed with facial blend shape tweens.
Some experiments with Unity HDRP and VFX Shader Graph
A personal animation project exploring the capabilities of Unity URP and VFX Shader Graph. These character models were my own sculptures from ZBrush that I rigged and animated using Maya.