Virtual Visuals
Throughout my creative endeavors, I ended up working with graphics / modelling related programms, outside the narrative design, game design and object-oriented programming I'm more adept at. They are not quite as important as the major projects I've been involved in, but being a relevant part of my skill-set, they earned their own section to be showcased in.
Ray-tracing rendering in Shadertoy
During the first half of Advanced Programming in CITM's Videogame Design and Development Degree, we entered the wonderful (and painful) world of shading, in which we began tinkering with basic effects and technicalities: ray collisions, Z-plane distance, lighting, reflection, refraction...
Ray-tracing render engine
For the second half, we worked with a C++ render engine and the subject's star: Patrick. After implementing deferred rendering, separating geometry composition and light addition, we implemented two post-production effects: water distortion and glow.
Star Wars inspired level
Our first assignment at the Level Design subject served to introduce us to blocking pipelines with game editors. While we had already worked with self-made engines to create playable levels, this was our first experience with more professional software. For this appointment we focused on player guidance techniques using the Portal 2 level editor. To play the level by yourself, open the game from Steam having subscribed to the following custom-made level.
Houdini
I also got the chance of tinkering with Houdini, from geometries and attributes, to particles, to volumes, fractures and more! Most of my projects were done with self-made pipelines that used only the most basic of nodes, to have optimized renders and solidify the program's bases. Here are some examples of the final results:




Credit to the artists that made the Broly, spaceship1 and spaceship2.