Consistency in pipelines and a systematic approach can save months of development time and hundreds of thousands from a project’s budget. You know you can reach something greater.
PRODUCTION PORTFOLIO
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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)
World Makers is a small independent game studio 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
Swirling Trail HDA
Swirl Trail HDA (Under the hood)
Procedural rift system (test)
Death effect (test)
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.
Flux HDAs
Procedurally generated swirling trails that can be easily placed using splines.
To be honest, this list is far from complete. This project is where I truly became a one-person orchestra, taking on a wide range of responsibilities.
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.
Highly optimized volumetric fog material based on baked 3D normal map
Ghosting Effect Component
Heightmap-Based Indoor Rain Occlusion System
Dynamic Wetness System
A transition effect for holographic video
Vegetation Fire System
Multithreaded Ray-Tracing System for a Laser Scanner
Laser Scanner Performance Test
Lightning Effect
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.
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.
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)
A short-lived but highly ambitious internal studio project. From a first-person perspective, the player dissolves walls with a flashlight and battles ghosts merged into floating swarms.
Wall dissolve Test
Lost one (Ghost)
Ferrofluid Surface
Ferrofluid LODs
Ferrofluid
Vostok Games - "Fear The Wolves" (2018)
VFX for the first Ukrainian full-length 3D cartoon "Mykyta Kozhumyaka" (2016)