Case studies

Technical art projects and production articles.

A recruiter-friendly index of selected work: leadership, tools, procedural systems, realtime VFX, shader/material libraries, and PCG research prototypes. Each page explains the challenge, system design, implementation notes, and production proof.

Material reparenting tool screenshot01Editor Tools / Asset Action Utility

Material reparenting and dependency tooling

Batch material cleanup and parent standardization across 47,000+ Unreal materials and instances.

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Voronoi procedural world generation screenshot02Voronoi / Render Target / PCG

Voronoi world generation prototype

A shader-to-PCG experiment for splitting a procedural world into controllable regions, masks, biomes, and spawn areas.

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Boat splash system screenshot03Niagara / Water / Boats

Boat splash and wake system

Mesh- and ocean-surface-driven splash placement for scalable bow, side, stern, foam, and wake behavior.

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Sensor based weather system screenshot04Niagara / Sensors / Sky

Sensor-based weather system

A localized weather system that reduced wasted particles around multi-sensor scene-capture workflows.

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Density based lightning system screenshot05Niagara / Density / Weather

Density-based lightning system

Lightning VFX controlled by replicated volumetric-cloud density and weather-condition context.

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Referencer and dependency utility screenshot06Blueprint / Python / Asset Registry

Referencer and dependency utility

Recursive dependency and referencer mapping for safer Unreal editor automation and cleanup workflows.

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Airplane runway material billboard preview07Material Graph / WPO / Instances

Material billboard in Unreal material graph

Camera-facing billboard logic rebuilt in WPO for large instance-friendly sprite and emissive-light sets.

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