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Technical Art Portfolio

With research and hard work, I make game engines do my bidding. Or at least that is how the arcane black magic of coding seems to function to half my colleagues. It's nothing that I can't handle though.

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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.

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

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©2020 by Alexis Marie Herrington.

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