PRODUCTION PORTFOLIO

La Quimera since 2021






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 optimized. Many sub-tasks were created. A significant number of solutions were developed.

Fear The Wolves 2018



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

This is a compilation of my works for the Survarium project 2013-2015



VFX for post production, before Game Dev