I love to jump in on the tech art side of a project. I create shaders and tools, both in Shader Graph and in code. Below are a few examples of impactful tech art contributions I have made to projects I worked on.
Modular Level Tool - Prefab Swapper
For Squid Game Unleashed I partnered with our Environment Art team and our Level Designers to build a modular level structure. The artists built prefabs in a variety of themes, and the designers placed the prefabs to create levels. I built a tool that allowed us to switch themes with the push of a button, greatly increasing our ability to reuse level designs with varied visuals.
Efficient Environment Shader - Vertex Colors and Packed Textures
Also for Squid Game Unleashed, I created our core environment shader. This shader allowed us to tint and layer textures over the model's vertex colors. We packed four textures into one png for efficiency. The R, G, and B channels were mapped to the model's UVs and the A channel was a tri-planar mapped detail texture.
      
    
      
    Blight Shader
For Kingdom Boss, our design team asked for a separate track of levels that reused our existing environments. Narratively, it was a fight to push back "The Blight". I found some concept art from early in the project that inspired the look, then built a shader that respected where each of your four party members where in world space and tinted the rest of the environment: the heroes always kept the blight at bay!