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Saints Row (2022), Desert Work
I was responsible for first-pass height maps, material blends, and grass masks in Houdini, as well as hand-finishing multiple areas.

I was responsible for first-pass height maps, material blends, and grass masks in Houdini, as well as hand-finishing multiple areas.

I contributed to the rock shader, which uses a mixture of world space striation and detail maps to give clear reads at all distances.

I contributed to the rock shader, which uses a mixture of world space striation and detail maps to give clear reads at all distances.

I created a Houdini system to split the very large butte assets into smaller pieces that streamed more efficiently in the Volition CTG engine.

I created a Houdini system to split the very large butte assets into smaller pieces that streamed more efficiently in the Volition CTG engine.

I also built the shader used on billboards, allowing them to be viewed even extremely closely without noticeable pixelation.

I also built the shader used on billboards, allowing them to be viewed even extremely closely without noticeable pixelation.

Saints Row (2022), Desert Work

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