These are screenshots and videos from some games I have been working on. I started working in game development in 2000.
Over the years, I have been working for several companies, and seen some failures and some successes.
So far, I have been working as lead, visual effects, engine, tools and level programmer on these platforms : PS5, PS4, PS3, PS2, XBoxOne, X360, N64, DS, Wii, Switch.
Sackboy : A Big Adventure. Unreal Engine 4. PS5, PS4.
Did a lot of stuff.
Some eye-candy in the trailer/screenshots such as fuzz or phase platforms (realtime csg i made).
Snake Pass. Unreal Engine 4. PC, Xbox One, PS4, Switch. Some graphics code, tools and optimization.
Settlers 6: Rise of an Empire. PC. Campaign scripting.
Hobby
Some old stuff from 2012-2013.
A small (CPU, offline) path tracer. Here showing a Cornell box with Stanford's Lucy model, to compare materials with diffuse/glossy/specular/translucent
features. All using the same BRDF, mostly based on Disney Research's works.
This is a FFT water effect in my deferred renderer. It has enough shading settings to render properly both shallow and ocean water. Little work was made on the foam. Screen-space reflections have also been implemented.
Mimix VJ Project Samples
These samples are videos from my VJ tool, Mimix made around 2004-2005.
It is very old now and does not work anymore. I don't think I still have the source code anyway.
The videos have been captured realtime though, using either FRAPS or my own video capture code.
Something meant to look like neurons in a way.
[video] Prodigy - Mindfields 12Mb
An test on sphere generation which turned out into an effect.
Looks pretty good when the movement is set to react on the music's bass tones, and the colors to react to the main tone.
[video] Tsutchie - Raw Material 18Mb