Technical Art
Hi, and welcome!
I’m a Technical Artist with over 20 years of experience at the intersection of art and technology.
I specialize in real-time VFX, shader development, and performance optimization, crafting visuals that are both striking and efficient.
Whether it’s building custom tools, streamlining pipelines, or creating cutting-edge effects, my goal is to transform creative ideas into seamless, high-quality experiences.
Showcasing Some of My Works
B4T2 Project
B4T2 Project
B4T2 is an AI-driven project developed by the team at 42Berlin.
I contributed as a Technical Artist, 3D Artist, and Unity Developer, focusing on linking AI-generated data to real-time visual effects.
The system allowed particle effects to transform their shape and animation dynamically based on the flow of questions and answers.
To bring this to life, I worked with Unity’s VFX Graph, leveraging its next-generation particle system to create responsive and visually striking interactions.
A brief look at the B4T2 installation in action—capturing the live presentation and audience experience as the AI-driven visuals respond in real time.
Space Remnants
A 3D base builder with society-survival elements.
Stranded at the edge of the universe, players must lead their crew to build a self-sustaining asteroid base, securing resources, maintaining life support, researching advanced technologies, and exploring nearby space objects.
Here is a video of the gameplay:
Here, I created a sun using a custom shader and Unity’s particle effects. I created a custom shader with vertex animation to give the sun a dynamic surface and a subtle glowing behaviour.
I then added radiating rays that extend outward for a more dramatic look.
To enhance the atmosphere, I implemented a light source controlled by code, allowing the brightness to shift in real time and produce a striking, animated effect.
A real-time fog effect that reacts to collisions with characters or vehicles and features a soft follow-back motion—when a character passes through, the fog gradually drifts back to its original shape.
The scene features a planetary core surrounded by orbiting rock meshes, each with independent orbital paths and local axis rotation.
A procedural particle system generates a high-density star field, while custom shaders simulate distant starlight with adjustable brightness and color falloff for optimal GPU performance.
This setup maintains real-time frame rates by combining GPU-driven particles with shader-based light scattering and minimal draw calls.
Some videos demonstrating the procedural creation of rocks and valleys in Houdini, making it easier for game designers and artists to quickly explore and find the best output.
Industrial Electrical Sparks
A real-time sparks effect, built with Unity’s Visual Effect Graph, to realistically depict electrical discharges from heavy machinery while maintaining high performance.
A video showcasing a custom laser shader
A video of the laser in action—now with a collision effect created using particle effects in the game.
Spaceship Engine Effects
A custom shader creates the look of glowing engine flames, while a heat-distortion effect built with Unity’s Visual Effect Graph replicates the shimmering blur of extreme temperature for a realistic engine exhaust.
An ice-melt effect created with a custom shader and particle effects.
A custom shader that visually creates the appearance of holes or valleys in the terrain—without modifying the actual geometry—to achieve the effect efficiently and in real time.