Tech Art Support

I spent time optimizing the player ring and blob shadow material. I added some falloff control functionality and combined these two materials into one to reduce a large amount of overdraw.

This is just an example of the kinds of graphics glitches I would chase down. The jittery shadow was being caused by a temporal dither feature which was mistakenly turned on in a parent material instance.

This is another random graphics issue I chased down. Problem: weird artifacting was happening wherever we had overlapping shadow materials. This ended up going to a color scientist at epic it was so deep.

I was often asked to make prototype materials more efficient. Here I propose using a texture look up instead of building each side of this hexagon procedurally for the sake of instruction count.

I was often asked to make prototype materials more efficient. Here I propose using a texture look up instead of building each side of this hexagon procedurally for the sake of instruction count.

Tech Art Support

Alongside larger efforts I also supported the development team by tackling various bugs that the team either was stumped on or could not allocate time for. I also worked on general material optimization in a few areas. This gallery is just a collection of some of these miscellaneous support tasks.