A custom C++ OpenGL rendering engine featuring mesh loading, custom shaders, lighting, shadow mapping
I created custom UI shaders in Unreal Engine, including a holographic card shader with UV distortion for animation.
Diorama creation with custom shaders and VFX, procedural forest placement with PCGs, and lighting setup.
Procedural terrain generated in C++ using Cube Marching. Terrain divided into chunks and dynamically modifiable in real time.
Procedural tool in Houdini generating organic roots around meshes, with custom animation using Vertex Animation Textures for UE.
Custom shader in Unreal Engine using stencil buffer to simulate flipping cards with dynamic holographic effect.