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Technical Art

Procedural Scrolling Environment

I was challenged to create a believable, procedurally generated environment to be viewed from the window of a moving train.

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One of the biggest challenges was managing and organizing the data for what ultimately became 4,540 assets. These assets move along a conveyor belt system and are recycled once they reach the end, preserving their information and avoiding the constant spawning and destruction of assets.

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Another major challenge was implementing the parallax effect to create the illusion of speed while maintaining precise control over its behavior. I solved this by using a depth-based curve to fine-tune the speed falloff and parallax effect.

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Overall, this project presented many technical challenges, but in the end, I developed a scalable system that procedurally places assets and moves them along a conveyor belt to simulate the sensation of traveling through an ever-changing, non-repetitive environment.

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Building Generator - PCG Unreal Engine

I created this Building Generator using Unreal's Procedural Content Generation Framework

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This enabled me to generate 57 unique-looking buildings within a day using the same mod kit by fully controlling individual floors, corners, and sides.

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The biggest challenge was accessing and modifying the exact placement of each piece in PCG using attributes. I had to track whether a piece was on a corner, edge, or specific floor to adjust it dynamically. This project pushed how far I could go using PCG attributes alone to manage placement and variation.

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Smart Merge Objects Tool

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I needed to merge multiple objects while removing interior geometry to optimize my assets. 

 

To achieve this, I created a custom merge tool using Geometry Script.

 

The tool detects and deletes overlapping or unused geometry, and then reconstructs a clean, optimized mesh from the original objects.

 

This approach ensures better performance and refined asset quality.

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(The camera in the bottom right captures a comparison of the interior geometry before and after the merge.)

Vertex Snapping in Unreal

I created this tool for my environment artist to simulate vertex snapping in Maya, making it easier to set dress and snap modular kit pieces together in

Unreal Engine.

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The biggest challenge was accessing vertex information in Unreal.

 

To solve this, I used Geometry Script to recreate the mesh and access its vertex data, allowing for precise snapping and improved workflow efficiency

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