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

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

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