Technical Art


In much of my work, I would be creating shaders, particle systems and handling effects alongside my roles as either a programmer or a level designer. Most of my experience is using more visual scripting shader editors such as those found in Unreal and Blender, but I have some experience within Unity shaders as well.

Airhaven

2018, 2020 – Source 2

The height of luxury over an endless vista of cloud.

Read More

pigeongame.exe

2015, 2018 – Unreal Engine 4

An open-world game where the player is a pigeon in a bright, colourful city.

Read More

Nix

2014 – CryEngine 3

An underwater Oculus Rift exploration game in the twisted form of Fonthill Abbey, a country house that was destroyed in 1846.

Read More

Various renders

2009-2012 – Terragen 2

Some dual-screen wallpapers I made, while getting to grips with making skyboxes.

Read More