Digital Camera
I codeed in blueprints an in-engine Digital Camera akin to that used in the Mandalorian that would respond to an Oculus controller I had on hand in the computer lab. The camera can move up, down, sideways, and in and out according to my controllers movements. I could even rotate it, but I disabled that for a smoother camera experience.
This was the result of me combing through multiple ancient blog posts and half completed github projects with my professor for several sleepless weeks. The end result was me synthesizing multiple methods into something that functioned by finding the common technological thread and following it to the source.
8 Day and Night Scenes for XR Stage
I made 4 scenes with day and night versions nicely rendered in Unreal with models from the store but customized with a variety of post processing techniques and custom materials. I employed channel packing and distance based texture zooming in and out to get the bang for my buck here. All of this was then optimized and set up for use on XR Stages.

Rendered for a good hour, this is the unedited result of the texture generator I made freshly applied to a material sphere.

The node network for the generator for the Mushroom Top specifically.

An up close look at the texture in engine.

Fun Fact! 95% of this project was textured using procedural generators I made in Substance Designer. The only textures not procedurally made were the flowers from quixel, the vertex painted islands, and minor detailing done on the lighthouse lights. If you wish to see more of the textures made for this project, head over to my Texture Portfolio.
Mushroom Top Texture Generator
Made using primarily Substance Designer, I built a procedural generator to quickly and efficiently texture the tops of the many mushrooms in the Mushroom Lighthouse project. It is unique out of the seven procedural generators made for this project, as Zbrush was used to make few height maps which were put through Shape Extrusion nodes. The nodes outputs were then used as a splatter stamps, which allowed for easier and cleaner randomization in a two pronged generation process that generated the white and red parts of the mushroom separately before combining them at the very end.
Additional Portfolio Pictures

Done by making the scene in another file, than streaming it to the texture for the trapdoor's interior. There were three example of this in the project; the front door, front window, and the trap door pictured here. Each of them had their separate textures and associated cameras in the interior scene.

Example of an Decal used in Unreal.

Made using a combination of Zbrush for height maps for the bumps, which were then scattered and warped on the base mushroom's texture in Substance Designer to create a procedural mushroom texture generator.

The various zbrush made height maps can be seen here being processed into something usable for the generator.