added rain particles [they turn off inside building but are still visible outside], fog, rain splatter and modified roughness on materials
added rain and a synced lightning flash that illuminated the precipitation with a material.
a rain drop material (awful compression, i'm sorry!)
an early screenspace dust storm effect. the dust moves with the player to create the illusion of depth.
a more final version of the screenspace dust storm. this version has dust and features a procedural wind shader that could be applied to any mesh [check out the telephone pole].
the notorious holiday spider [i'm sorry if you broke your headset!] modeled, textured, rigged, animated and implemented in 1.5 days.
experimenting with a "fake interior" mapped to a plane. These were used to help environments feel less claustrophobic.
a simple tool to identify large draw distances. green is good, yellow is questionable and red are draw distances that are too long.
a radar material driven by a single RGBA texture.
a door breach. I set up the scripting, effects and animated the door.
scripted blood splatter and pool.
a clock material that tells the actual time [synced to PS4's time]
a decrypt material that settles on any 4-digit number the user wants.
The view from the top of a cargo ship. The birds are velocity-driven particles that rotate with the ocean and skybox to make the player feel like the stationary ship is rotating on the waves.
an ammo HUD that uses a single plane. icon colors and ammo count can be modified via blueprint.
a fully customizable sniper scope material that uses a single atlased 2048x2048 texture
a variable zoom sniper scope prototype that retains the player's view outside of the scope