PRODUCTION PORTFOLIO

Please consider all publications on this blog as an integral part of my professional experience. The work showcased in these articles, along with the ideas and insights they present, is entirely my own and reflects the knowledge, skills, and expertise I have developed throughout my career.


World Makers -"MVX" (2025 - Present)

FEATURE

DESCRIPTION

Base Lighting System

The core class of the global lighting system. Responsible for switching, configuring, and saving weather presets.

Local Light Subsystem

Handles the registration of light activation and deactivation, distributing updates across multiple ticks to avoid performance spikes. This subsystem is managed by the Global Lighting System.

Master Material System

An HDA-based procedural generation system for city blocks and roads, including road markings, traffic signs, and traffic lights.

Procedural City Block & Road Generation

An HDA-based procedural generation system for city blocks and roads, including road markings, traffic signs, and traffic lights.

PCG & Landscape System

A PCG and landscape material pipeline for scattering trees, bushes, grass, rocks, fences, debris, and other environmental assets. Also includes a PCG system for spawning physical actors.

Level Art & Static Mesh Pipeline

A complete pipeline for exporting and configuring static meshes in Unreal Engine, including level art workflows for asset placement, instancing, and level setup. Covers Instance Actors, Road Patches, Road Symbols, Manhole Covers, and other modular assets.

Road Collapse System

A procedural road collapse system consisting of a set of actors integrated with the Road Surface, Road Markings, and Pavement HDA systems. Supports up to 10 collapses per World Partition chunk.


World Makers is a tiny startup where I've been fortunate enough to work. As the only Technical Artist on the team, I've been responsible for everything from C++ programming to fire simulation and destruction systems, all built by my own hands.



Procedural Collapse System for NPC Spawning



HDA debug


Grab and Throw System


Procedural rift system test



Character Death Effect Test



4A Games -"La Quimera" (2021-2025)







On the La Quimera project, I founded the VFX department and established an efficient pipeline. After that, I focused entirely on deep technical tasks in the role of Principal R&D. Below is an incomplete list of the features I implemented for the LQM project on March 2025.

FEATURE

CONTRIBUTION

ADDITIONAL DESCRIPTION

Wind system

Unique universal bending algorithm, and control system.

All plants, cloths, cables

Vegetation combustion system

Prototyping, streaming algorithm in particle system.

All grass including  a bush.

Artificial Reality system

Unique visual style and technical realization.

Destination point, warning, assistants. Each character and interaction object can be displayed like AR.

Ghosting effect

Visual style, C++ component.

Each character can become a ghost, with a unique material and trail behind

Holographic visual presets

Visual style, technical realization, C++ component.

Each character or props can be displayed like a hologram just by activating the preset.

Custom Lens flare system

Unique algorithm and actor  with properties.


All volumetric on the project

Simulation, baking, shading, procedural forming and animation.

Clouds, smokes, streams of creeping fog, smoke grenades.

Rain system

Wet prototype, ripple simulation, tailed SubUV loop algorithm,  raindrop shader based system.


Laser sight

Visual style, C++ component, shader.


Laser scanner

Unique algorithm and actor  with properties.

Present on most drones, robots and scanning devices

Hit effects

Unique sparks vertex shader, core bullet algoritm, ricochet reflection algoritm, distance scale algorithm,

effect template.

Modules and master materials in all impact effects.

Muzzle flashes

Unique billboard stretching shader, aim factor algoritm, effect template. 

Modules and master materials in all impact effects.

Water interaction

Integration of the С++ component into all entities that interact with water, water ripple material.


Explosions

Unique screen debris system, master materials,
effect template.


Molotov cocktail 

Explosion actor, fire spread algorithm, flame simulation.


Screen effects

Screen effects manager, hitmarkers system. All post-processes with a complex algorithmic part.

Added 4 additional post-processes to the default stack. Engine modification С++

lightning and electrical discharges effects

Vertex shader and models.

For all electricity VFX.

Shield drones system

Drone swarm behavior, drone surface vertex animation.

First and third person system.

Level border subsystem

C++ subsystem, spline base system for setting boundaries.


Water flow baker tool

Tool for baking motion vectors to spline mesh component vertex color. Engine modification С++

Used for all rivers on the project.

Invisibility

Solution, visual style and C++ ability component.

Each character can disappear and appear with a fade effect.

Bullet tracer

Unique vertex shader

In the context of a special approach where all tracers in a frame are rendered in one draw call.

Clouds Baker tool

Tool baking shadow from selected object to shadow map.

After deleting objects, the shadow remains.

Environment Query Generator Project Point

Add cylinder to set C++



At the pre-release stages, I focused on GPU profiling. A large number of entities were zoptimized. Many sub-tasks were created. A significant number of solutions were developed.


Ghosting Effect Component


Dynamic Wetness System


A transition effect for holographic video


Vegetation Fire System


Multithreaded Ray-Tracing System for a Laser Scanner


Laser Scanner Performance Test



Frag Lab - “Eden” (2023 - 2024)


A unique experience leading an entire studio as Technical Art Director during its transition from Amazon Lumberyard to Unreal Engine. It was one of those rare roles where you arrive first, leave last, and still feel there aren't enough hours in the day.


A simple window glass destruction system


Highly optimized water ripple system


Foliage interaction system


Foliage interaction system


Damage system test




4A Games - "Nebula" (2020-2021)


Wall dissolve Test


Lost one (Ghost)


Ferrofluid LODs 4A Games - "Nebula" (2020)


Ferrofluid Surface


Ferrofluid


Vostok Games - "Fear The Wolves" (2018)




VFX for the first Ukrainian full-length 3D cartoon "Mykyta Kozhumyaka" (2016)




Vostok Games - "Survarium" (2013-2015)



VFX for post production, before Game Dev