SHOWREEL 2019
Works from 2019 and some 2018. Made during student projects, personal projects, and my internship at Pajama Llama Games. It includes rig, skin, animation, and particle systems.

PR's Tumblrdome
he wasn't even looking at me and he found me
Interview Vampire Daily
RMH
Doug Jones

Kiana Khansmith
Mike Driver
Lint Roller? I Barely Know Her
Cookie Run:Kingdom Official!
TMBGareOK. The Official They Might Be Giants tumblr
Noah Kahan

bliss lane
art blog(derogatory)
Aqua Utopia|海の底で記憶を紡ぐ

pixel skylines

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Love Begins
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blake kathryn
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seen from United States
seen from Romania

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seen from Brazil
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seen from Singapore

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@captainzeyd
SHOWREEL 2019
Works from 2019 and some 2018. Made during student projects, personal projects, and my internship at Pajama Llama Games. It includes rig, skin, animation, and particle systems.
Unity & Popcorn
Growth shader
Here’s a breakdown of a growth shader I made for my end-of-studies project. Check the previous post for some backstory, it explains some of the constraints and decisions taken !
I decided that the tree’s trunk was going to grow first, then followed by the branches and finally the foliage. It’s not exactly how trees grow in real-life but as the growth was accelerated and we were distancing ourselves from reality, I took this liberty. Finally, the whole would have to wiggle slightly, faking the plant reaching for sunlight.
Firstly, an opacity mask defines which part is visibly growing. This mask is panning up, simulating the apparition of the trees’ parts. It gives us control on the order of apparition. This can be related to the tree Z axis or a UV map. The first option gives weird effects such as a branch appearing from its tip instead of from its basis. The second one, with a UV map per branch, can also have strange results, such as a branch appearing from its basis before the trunk reaches it.
R&D Procedural and plants Growth
Here’s some research I did on procedural plants and plants’ growth for my end-of-studies project. We’re working on an adventure game in which the player is restoring a forest environment.
The basic goal was to have trees growing in real-time in front of the player’s eyes. We also wanted it to maintain our goals regarding the environment, such as a credible forest, with an important vegetal diversity, wind blow, hand-painted textures, etc. Those had to be considered.
At the beginning of the project, we were aiming for a procedurally generated forest, which echoed our intentions (a unique forest for each player and each play, enhancing the player’s actions’ ripple effect). Although this came to a short-end given our production time and capacity, it is an important element which led our technical decisions regarding the plants’ growth.
With that in mind, we explored a lot of paths allowing us to generate trees and plants in accordance to our artistic direction, to iterate easily on them and include a growth animation usable in real-time. Obviously, this included the ability to produce LODs, control UVs, etc. The workflow had to be maintainable through the whole production. The growth goal is to show accelerated growth, and be immediate feedback for the player when they plant a tree.
Growth shader wip from earlier this year, I’m using a shader to fake a tree growth in realtime !
Another update on Ripple, making progress
Testing vertex anim on Houdini *flap flap*
Here’s some work in progress on Ripple
End of 2019 has been a lot of work on Ripple, my graduation project
Exploring different ways to grow trees in realtime
Assets for a mobile game developed in 1 week (2018)
Knight concept art (photobash)
Working on a knight, having fun with marvelous designer and mixamo
Rig and skin for an anthropomorphic bird ! Soon animations !
Game concept and LD exercice