Shipped Titles

Games I've shipped as a Technical Artist. Each entry covers my role and contributions — from shaders and VFX to optimization and pipeline work.


Desert Revenant 2: The Reawakening

Desert Revenant 2: The Reawakening

Studio: Kreationware  |  Year: 2026  |  Platform: PC

The direct sequel to Desert Revenant, expanding on the original's spell and enchantment systems with a broader scope and more ambitious technical foundation. I returned in a multi-discipline role, this time with a heavier focus on tooling, data architecture, and memory systems alongside VFX, UI, and tech art.

My Contributions

  • VFX: Continued Niagara VFX authorship across the expanded spell and enchantment roster, maintaining visual consistency and performance budgets from the original
  • UI Engineering: Built and animated all in-game widgets in UMG — extending the card, menu, and transition systems established in the first game
  • Tech Art: Post-process materials and character effect shaders, plus Spine 2D skeletal animation integration for character rigs, atlases, and runtime playback in Unreal Engine
  • Optimization: Drove data-driven gameplay optimization through a custom Asset Manager and structured Data Assets, significantly reducing memory overhead and improving load times
  • Tools: Developed Blueprint Editor Utility Widgets to give designers a streamlined interface for authoring spells, characters, and enchantments — reducing manual data entry and iteration time

Spludge Wars

Spludge Wars

Studio: Rekt Games  |  Status: Beta  |  Platform: PC

A third-person competitive multiplayer shooter that locks 12 fighters into an unforgiving elimination-based battlefield — where the weapon of choice is paintballs. Fast, chaotic, and built around moment-to-moment combat.

My Contributions

  • UI Engineering: Owned the entire UI system — designed, built, and animated all in-game widgets covering menus, HUD, and screen flows
  • Shaders: Authored custom shaders to support the game's distinct paintball visual style
  • VFX: Created visual effects to reinforce the impact and feel of paintball combat
  • Paint Splatter System (Environment): Built a dynamic paint splatter system for environment surfaces — tracking hits and accumulating paint decals in real time
  • Paint Splatter System (Characters): Developed a per-character paint accumulation system, layering splatter onto character models based on received hits
  • Optimization: Profiled and optimized game performance to keep the competitive multiplayer experience running within budget

Desert Revenant

Desert Revenant

Studio: Kreationware  |  Year: 2022  |  Platform: PC

A turn-based RPG built in Unreal Engine with a deep spell and enchantment system. I wore multiple hats on this title — from core gameplay programming to tech art, UI, VFX, and optimization — owning a significant portion of the game's technical and visual foundation.

My Contributions

  • Gameplay Systems: Architected a custom queue-based system for turn-based combat, handling reactive spell and enchantment resolution with priority ordering and state management
  • Tech Art: Created post-process materials and custom on-character effect shaders to define the game's distinct visual style
  • UI Engineering: Built and animated all in-game widgets in UMG — card layouts, menus, HUD elements, and screen transitions
  • VFX: Authored 500+ Niagara effects covering the full spell and enchantment roster, from particle systems to GPU simulations
  • Optimization: Profiled and optimized runtime performance across all systems, plus drove significant reductions in final disk size through asset auditing and compression strategies
  • Spine Integration: Technical Artist for Spine 2D skeletal animation integration — managing rigs, atlases, and runtime playback within Unreal Engine

Kameleon Wizard

Kameleon Wizard

Studio: Kreationware  |  Year: 2017  |  Platform: Android  |  Status: Delisted

Demon Bugs have shaken Kameleon Wizard's dungeon and disrupted the magic mixing ritual by stealing the enchanted vials. An endless arcade game where you help Kameleon defeat the powers of Demon Bugs — collecting essences and destroying as many bugs as possible.

My Contributions

  • 3D Art: Created and delivered 3D character art, from modelling to final in-game assets
  • UI Programming: Built and implemented the game's UI systems and interface flows
  • Programming: Contributed to core gameplay programming across game systems