Unreal Engine 5
Portoflio
I may be a Technical Artist :(
I've worked on real-time procedural world generation, advanced material shaders, water rendering, PCG workflows, profiling and optimization, VFX, little tools and gameplay systems in Unreal Engine 5.
I enjoy turning complex math and engine internals into practical solutions that artists and developers can actually use—while occasionally questioning my life choices after debugging shaders at 3 AM.
Things I made
In Unreal Engine 5
SHADER
Foam Material Function
Procedural 0–1 mask suitable for shoreline foam, waves whitecaps, and water simulation.
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Plug&Play with the content from the engine's water plugin (SLW material, Ripple/Shallow water simulations, wave simulations etc)
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Easy to integrate with Ultra Dynamic Sky or any blueprint logic (like wind actors) for dynamic direction, speed and intensity
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Art directable with exposed controls for masks (DF, Sims, RVTs, Wind/Wave Height influence, Noise, etc) and shading (Scattering, day/night bias, Color, Normal, Roughness)
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One noise texture is all you need
There is more
My interests
I do play some instruments and share my music on Spotify; also I love to shoot and edit videos, had quite some fun with it and even some good clients.
Android user because of modding, Apple lover because of music and video editing.

