I'm a Creative Director with a background as a Technical Environment Artist. I have a background in Games, Virtual Production, and VR Simulations. I've had a passion for working with Real Time Technology and have been using Unreal Engine since version 2 in 2001.
I've journeyed through the film, game, and simulation industries to experience multiple sides of 3D technology, with a heavy focus on environments. One of my proudest feats was making the jump over into Virtual Production to help bring the long time knowledge and optimization techniques from a Game Industry perspective to help studios push the boundaries with real time technology in productions like The Mandalorian and Ahsoka.
I've been an educator for over a decade teaching Unreal to all ages. From special guest appearances at primary schools, to directing curriculum for vocational schools, to leading international workshops across the ocean, I take every chance I get to share my knowledge and experience with Unreal Engine.
Built this Warhammer Age of Sigmar inspired environment for Unreal Engine 4.
Overview video on how I created this Halloween environment in just 5 days from idea to final render. This is a 38 minute long educational video.
Also includes technique on creating and blending normal map detail from text directly inside of the engine, allowing you to use the Text Renderer for dynamic gravestones.
Revisiting this Unreal Engine 4 environment project as a commercial for the Unreal Engine Pro Masterclass training course from my Learn Digital Alchemy educational platform.
I also did video production on the ad.
Advertisement video for the 9 month Environment Artist program I designed the curriculum for at Vertex School. The course consists of live sessions paired with pre-recorded video content and project files. The course is still being taught today.
My Ramen Shop on 8th Street environment was built in real time on camera for the course.
I used to teach the live sessions myself. Now Vertex School just uses my content with a different live instructor.
I also did video production on the ad.
Advertisement video for the 12 week VAD Artist program I designed for Vertex School, which was QAed and authorized by the producers and art directors for Lucasfilm (Star Wars) and Netflix projects.
I used to teach the live sessions myself. Now Vertex School just uses my content with a different live instructor.
I also did video production on the ad.
Advertisement video for the 8 week course I teach in Game Design with Unreal Engine 5. This class is taught 100% live and is heavy on topics like:
Blueprint (Basics to Advanced)
Level Design
Character AI
UI with UMG
I also did video production on the ad.
Advertisement video for my 5 day Megascans Challenge course teaching students dive head first into Unreal Engine 5 and create an environment using existing assets. Primarily aimed at Layout Artists.
Teaches techniques such as:
Blockout
Texel Density and Texture Resolution Optimization
Modularity and Working Faster
Lighting, Post Processing and Atmosphere
Posting to Artstation
I also did video production on the ad.
Tool built for Ashes of Creation made to bring Substance Painter capabilities directly into the engine. The tool allowed us to utilize strictly tiling texture sets with custom painted masking, and then using the blended heightmaps of those textures to displace custom geometry directly inside the engine.
I worked on this with two other people, where my roles were primarily:
Shader Optimization
User Experience Design
Tooling Optimization
I was also responsible for video production and narration on the video.
Results Example from my initial first pass on a complete overhaul of the lighting system for Ashes of Creation inside of Unreal Engine 5, taking advantage of Lumen. I came in and took over lighting from the previous long term setup and started the Lighting Department.
My goal was to bring about Physically Based Rendering accuracy and define a bare minimum standard for lighting and materials moving forward. Building a Time of Day system for an MMORPG requires a stricter level of optimization practices, so the process involved defining a result that both looked good and performed well.
I was also responsible for video production.
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