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INTERNMENT

ROLE

Technical Artist

DESCRIPTION

These filters have been used in numerous projects from games to film, and many of which are still in-progress. I was tasked with developing post-process filters and artist tools to create both a unique and stylized visual language. Similar to cell-shading, these filters needed to be intensive enough to enhance tone and style, while not sacrificing optimization, ensuring they're easy to use for teams of artists ranging from texture to lighting artists. 

This is still currently a work in progress, but I will be adding to this page as project renders release!

STATUS

Currently In Render Engine!
11 May 2023

FORMAT

Unreal Engine 5 Rendered Game and Film

FOCUS

Technical Art and Shader Programming

PROGRAMS

Unreal Engine 4, Unreal Engine 5, Microsoft Visual Studio Code. (C++)

OUTLINE TOON SHADER

CREATING THE OUTLINES

When I was tasked with creating a stylized outline shader for the project Train To Cedar Ridge, I wanted to create an optimized shader that was powered ideally by stencil reading as well as lines powered by pseudo-normals. 

Initially, the art team wanted a filter that would give an almost youthfully innocent feel to the environments, wanting to emulate styles seen in places Breath of The Wild, but without the cell shading. Naturally, we geared our interests to an outline shader, and collaborated on a concept we thought suited the project best. 

The filter itself was powerful, reading numerous post-process inputs to create lines to adhere to the game's visual language. The lines themselves vary in weight and size depending on relative position to the camera as well as the color set by the artists, ensuring they aren't too overpowering. 

It turned out quite well, with a simplistic learning curve for the artists to implement, and it accented the environment beautifully, truly creating the visual language needed for the project. I loved working on it, and cannot wait to create similar filters!

KUWAHARA FILTER

FILTER PROGRAMMING AND CONCEPTING

Recently, I was met with a unique challenge while working with a team of animators. They wanted a unique stylized filter that mimicked the lighting style seen in Cell-Shading while maintaining a unique identity.

The filter needed to be optimized and simple enough to apply for teams new to Unreal Engine 5, while also being powerful enough to create the desired effect. 

I immediately began concepting a variation of a Directional Kuwahara Filter, using C++ and Unreal Editor. The biggest challenge was maintaining a balance between a noticably stylized filter and preserving the high-fidelity textures created by the dedicated material artists. 

After some time, I created this: A directional Kuwahara Post Process Filter that was powered on a significantly smaller read radius than standard. The final result was exactly what they were looking for, stylized visuals with detail and edge preservation!

This is by far one of my favorite filters I've been able to work on, and I cannot wait to create more!

OIL PAINT FILTER

CREATING A REALISTIC OIL PAINTING FILTER

The same project as the Kuwahara Filter above, requested a second option for the filter contcept they were looking for. The Art Director spoke with me regarding the ideal visual language, referencing impressionistic oil paintings from both France and the United States. 

They were seeking an end result that can encompass the same feel and tone as impressionistic artwork, allowing for background assets to appear hand-painted, with a harsh juxtaposition to the characters, seeking for a subtle effect, but once it was noticed by the viewer, it changes the overall tone of the film. 

The filter I created is powered by a custom normal map, allowing for the art team to have control over both the effect and intensity of the shader, creating a customizable and simplistic workflow.

The end result is something I am quite happy with, and I cannot wait to showcase more of this filter as soon as the film is rendered and the trailer released! Keep an eye out for updates!

OIL PAINT FILTER ON FINISHED AND UNFINISHED ASSETS IN ENGINE

PREVIOUS WORK
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