Playerunknown Productions

Shader / Technical Artist | Dec.2022 - Present
Screen shot of the Prologue announcement trailer

Prologue

As one of the group leads for Prologue, I oversaw essential technologies for the procedural world, including asset placements, POI placement, ML-based world generation, river creation, and more.

I was directly responsible for some of these systems, numerous shaders, and tools for artists, in addition to extensive profiling.

Screenshot of the planet in the melba engine

Melba Engine / Preface

At Playerunknown Productions, I collaborated with engineers and ML researchers on the proprietary Melba engine. My primary responsibilities included creating shaders for wind vertex animations, stochastic texturing, population placement, procedural height maps, and more.

Additionally, I provided guidance on asset workflows and pipelines and was responsible for converting assets to the Melba engine.

Vertigo Games

Shader Artist | Nov.2020 - Dec.2022
Cover art of Arizona Sunshine 2

Arizona Sunshine 2

For Arizona Sunshine 2, I was one of the first team members to join the project. I was responsible for creating and managing most shaders and several systems. My work encompassed various shader types, similar to my role in After the Fall. Additionally, I developed new systems, including a procedural clothing texturing system for zombies, zombie eyes that track the player, and a custom in-engine tool for baking data for mobile specular reflections.

I ensured the game’s performance, focusing on shaders and assets. I also played a key role in determining the texturing and shading approach for the game world and guided artists in utilizing these tools and shaders effectively.

Cover art of After the Fall

After the Fall

At Vertigo Games, I worked as the sole shader artist on “After the Fall.” I created, managed, edited, and optimized most shaders used in the game, covering a wide range of elements including characters, enemies, VFX, UI, skyboxes, moving cloth, and interactives. Given the need for the game to run on both mobile and desktop platforms, I ensured that shaders varied in complexity while maintaining a consistent look.

I also made sure all shaders were user-friendly for the art team, enabling them to achieve the best visual results in the engine. This required extensive research to find optimized solutions that delivered great results.

Additionally, I was responsible for profiling and optimization, identifying bottlenecks, and optimizing shaders, textures, and 3D models to ensure smooth performance across PC and mobile hardware.