Environmental Wizard (@EnvironWizard) header
Environmental Wizard (@EnvironWizard) profile picture

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
Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)Photo by Environmental Wizard (@EnvironWizard)
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
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Things have been getting hot lately. 🔥 Some custom #UE5 shaders I've been working on lately. #TechnicalArt #TechArt #gamedev #gameart #vfx #UnrealEngine
flame vfx demo from @EnvironWizard, which is your favorite?
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Adventure awaits... I love tech art, the combination of separate systems into something cohesive is a satisfying endevour.
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Combining some recent VFX and Post Processing work. A magic door into an alternate plane.... #TechArt #GameDev #GameArt
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Here to share environment/shader/tech art work. Drop a follow if you wanna see some cool stuff. #UE5 #MadeWithUnity
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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
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Each Door has its own unique post process effect I coded, in an all-in-one post process material. Each door renders a preview through a custom stencil value, then applies it when you pass through.
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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.
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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
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UE 5.5, dreamy dark fantasy exploration via dynamic post process. Custom node: gamma-space posterize + derivative edges + dual tint. edge = saturate((abs(ddx(l))+abs(ddy(l)))*EdgeScale); posterAmt = 1 - smoothstep(0.75,0.98,Luma(C)) Niagara liquid sims 💧☁️
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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
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Lets make some noise. float n = tex2D(_NoiseTex, frac(uvH * _NoiseScale + timeOff)).r * 2 - 1; float h = baseH + n * _NoiseAmp; #TechArt
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Does anyone else stare at the night sky and ponder the math behind the beauty we perceive?
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"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
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I enjoy how much post process materials can add to a scene. I setup this environment and animations, but the post processing really changes the entire scene. #GameDev #GameArt #TechArt
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Mandelbulbs are fascinating. 3D Fractals. I took a crack at them in Unreal Engine. What do you think? #GameArt #GameDev #TechArt #UnrealEngine
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@XorDev, admirer of your work. You ever take a crack and the Mandelbulb? Thought you might appreciate this.
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Just another normal day in Unreal Engine. An infected world... #GameArt #GameDev #UnrealEngine
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