Welcome to my portfolio. Please use to buttons below to navigate towards sections that interest you.
Pipeline & Tooling
Throughout my career I've developed several improvements for the art pipeline. Below some improvements that I'm allowed to show.
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Tools for either Maya, Houdini or Unreal Engine.
Made using either Mel, Python or Blueprints. |
Maya Modular Environment Setup with Network Integration
This configuration utilizes usersetup.py for Autodesk Maya to keep Maya's environment up-to-date and customized. Upon starting Maya, the script performs the following tasks:
Additional Components:
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Mesh Validation Tool
This tool quickly checks if meshes meet conventions and are error-free. Built with a modular Python library, it’s easy to expand and customize based on project needs.
Key Features:
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Parcel Generation
I developed a tool to generate and populate 12,000 unique parcels, using data from a city generation system. Key requirements included: exportable parcels as NFT images, seamless recreation of parcels in both game and simulation environments, easy scalability, and ensuring that each parcel was unique.
The process involved three main steps:
Key Features:
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Houdini ChatGPT integration
I integrated ChatGPT into Houdini to simplify and automate the documentation of VEX code, making it easier for all users to understand. I also streamlined the module setup, ensuring updates were automatically shared across all Houdini users without manual intervention.
Key Features:
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360 Stereo Video Capture
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At Enversed Studios, I developed a custom video capture blueprint to overcome the limitations and bugs of Unreal Engine's default plugin. This solution is easy to use—just drag and drop into the level or pawn—and captures high-quality footage while maintaining proper frame rates.
Key Features:
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Full-Body VR Animation System
I developed a full-body VR solution that uses only two controllers and a head-mounted display (HMD). The pelvis position and rotation are calculated based on the HMD, with the controllers driving arm movements. A predictive system calculates the position of the feet based on the HMD’s movement over time (currently in use but still a work in progress). If a skeletal mesh without legs is used, the blueprint automatically disables leg animations.
Key Features:
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Master Material
One of my first pipeline improvements, this material system simplifies the creation of various project materials and continues to be enhanced. It features toggable options and uses separate material functions for each feature, promoting parallel work, encapsulation, and a cleaner overview. The modular approach ensures updates won’t disrupt existing instances.
Key Features:
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Spline-Based Effect Blueprint
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I developed a blueprint in Unreal Engine 4 that simulates supply movement through pipes, building up in a kettle—created before the Niagara system was available.
Key Features:
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Foliage Spawner Blueprint
Originally designed for farmland foliage, this foliage spawner evolved into a versatile tool. It spawns foliage based on customizable X and Y settings, with adjustable distance for creating neat, row-based farmland layouts. I later expanded it to support spline-based spawning, allowing the foliage to adapt to terrain.
Key Features:
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Soft Body Simulation
To enable objects to be squished in VR using Vive Index controllers with finger tracking, I developed a system for simultaneous deformation at multiple points.
Using rigging and physics constraints, I simulated soft body behavior, allowing any object to be turned into a soft body. The demonstration focuses on simple volumes, but the technique is applicable to more complex objects. Key Features:
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NPC Placement and Behaviour Blueprint
I developed a blueprint for placing NPCs in a level and configuring their behaviors. Additionally, I created a Python script to streamline the retargeting of characters to the blueprint’s skeleton.
Key Features:
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VR Pawn System
This VR pawn system, developed early in my time at the studio, provides various modes that players can toggle to customize controller behavior.
Key Features:
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Shaders & Effects
Below several shaders and effects that I've created during my professional career.
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Created for Unreal Engine 4 / 5.
Utilizing substance or Krita / Photoshop for textures. |
VR-Optimized Fire & Smoke Simulation
Developed in Cascade before Niagara supported VR, this system simulates various stages of fire and smoke for training purposes. It includes adjustable stages for both fire and smoke, with the ability to extinguish the fire and have the smoke react accordingly.
Key Features:
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Post Process Outline Material
I developed a post-process outline material for games that adapts to objects at varying distances. Unlike standard methods that rely on scene depth, which can become pixelated in VR, this material uses world normal differences for distant objects and scene depth for nearby objects, providing a clearer outline.
Key Features:
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Breaking glass
This material simulates breakage based on an integer health input, where 10 represents full health and 0 indicates a completely broken state. It uses a single RGB texture to display cracks on the window.
Key Features:
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Grass material
This grass material enhances flat planes with depth, designed specifically for VR environments. It includes a slight wind effect and performs well at both close and distant camera angles.
Key Features:
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Swarm Effect
While experimenting with Niagara systems, I created an effect that swarms around a light and adopts its colors. This looping effect performs seamlessly in VR.
For a longer animation please visit: https://www.youtube.com/watch?v=mMTeDjJfgt4 |
Environments
Below are some environments for projects I've created or co-created for Enversed Studios. All of them are created for VR. During all of them I was the Lead Artist on the project.
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All environments are created within Unreal Engine 4.
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PCG Research
Koeweide
I worked on the previsualization of a 4x4 km area (2x2 km playable space) in Koeweide, Limburg, The Netherlands, filled with foliage for VR.
Key Contributions:
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Snowdown
Airbike
Design by Tim van der Grinten (Creative Director at Enversed Studios)
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Airbike is part of a game set developed for Proto in Estonia, where players navigate the environment on an airbike while physically riding a bike. For this project, I handled final lighting, cloudscape creation, material adjustments, visual effects, and post-processing to enhance the overall look.
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Submarine
Design by Tim van der Grinten (Creative Director at Enversed Studios)
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In this game for Proto, players navigate an underwater city to find a treasure by unlocking three plateaus guarded by sentinels. Players must shoot down the sentinels with torpedos.
For this project, I managed lighting, visual effects, post-processing, material adjustments, and some modeling (for gameplay). Additionally, I introduced dynamic elements like moving nautical animals using blueprints. |
Oostkamer - Architectural Visualisation
Miscellaneous
Other stuff that doesn't fall in the above categories. These are mostly projects I've done on the side in my own time.
Global Game Jam 2020 - Arsembly
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In 2020 I joined the Global Game Jam at the BUAS location in Breda. A gamejam is creating a game within 48 hours. The theme was repair and we went with a game where the player starts off as just a pelvis and needs to find the correct limbs for their full body. Any other limb does attach to the body and can be used as a weapon to damage other players.
2v2 team based game, made in Unreal Engine 4. My tasks: - Level design - Lighting - Effects - Rigging characters - Worked together with a programmer on the limb attachment system. |
Cover design - PhD
The cover design I made for a friend's PhD publishment. it had to have several elements in which he talks about. The research he did was to stimuli-responsive commodity polymers. In layman's terms he researched how 'plastics' could be modified to respond to certain changes such as weather, temperature or light. By ensuring certain condititions where met, this reaction could also allow for movement in the form of bending.
Elements I placed into the design where: Seasonal changes, birdwing, robotic arm, color changing shirt |