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Firewall: Zero Hour

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