
Tech Artist, views are my own. All work posted is my own. Almost a decade of Unreal/Unity experience doing #TechArt , everything from Indie to AAA.
United States
Joined August 2025
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I return to the cave, it feels familiar yet slightly different...☁️🪄
better uv distortion, portal effect triggered by player, and custom application of effects to skip the player. More details in thread 👇
#UnrealEngine5 #UE5 #techart #gameart #gamedev
Things have been getting hot lately. 🔥 Some custom #UE5 shaders I've been working on lately.
#TechnicalArt #TechArt #gamedev #gameart #vfx #UnrealEngine
Adventure awaits...
I love tech art, the combination of separate systems into something cohesive is a satisfying endevour.
Here to share environment/shader/tech art work. Drop a follow if you wanna see some cool stuff.
#UE5 #MadeWithUnity
Three worlds, three doors.
Each with its own fully custom post-process shader, triggered and blended in real time through Blueprint logic. Hand-coded effects, procedural grading, and dynamic transitions, all built from scratch in UE5. 🔥
#TechArt #UnrealEngine #GameDev
Some rotating uv distortion, custom node to handle posterization, edge derivatives, canvas noise, dual tint for cool shadows and warm highlights, and saturation tweaks. Skipping the character to make him feel more grounded.
I walked into a dream, and it knew my name. The cave breathed in; I did not breathe out. I stepped into the hush between heartbeats. And I remembered.
Custom shaders, post process, and niagara VFX
Details in thread 👇
#UnrealEngine #UE5 #TechArt #GameDev #GameArt
The Forest: A unity ray-march loop
float2 march(Ray r){
float d=0;
for(int i=0;i<50;i++){
float m=map(r.ro+r.rd*d).x;
if(m<0.001||d>50)break;
d+=m;
}
return float2(d,0);
}
#techart #madewithunity
Lets make some noise.
float n = tex2D(_NoiseTex, frac(uvH * _NoiseScale + timeOff)).r * 2 - 1;
float h = baseH + n * _NoiseAmp;
#TechArt
"Orbs On The Run"
Built a single-pass ray-marched tunnel shader in Unity.
sd = baseStep + bias * abs(min(wall, orb))
to blend tube & orb SDFs with layered sin-noise, yielding soft, translucent geometry in just 100 steps. Fully tweakable via exposed props. #techart
Mandelbulbs are fascinating. 3D Fractals. I took a crack at them in Unreal Engine. What do you think?
#GameArt #GameDev #TechArt #UnrealEngine
@XorDev, admirer of your work. You ever take a crack and the Mandelbulb? Thought you might appreciate this.









