About

Stats

Class

Technical Artist

Degree

Engineering Sciences Bachelor. La Serena University

Lore

Passionate about video games since the 16-bit era. I am constantly pushing my boundaries to learn as much as I can.
I have an engineering background and I specialize in programming and technical art.

Work Experience

Present

Eidos Montréal
Technical artist. Look dev. Characters & Environment Shaders. Tooling & data analysis.

2021-2022

Square-Enix Montréal
Technical artist for mobile games.

2020

Spoonman Games: Mobile Unity Developer
Develop, maintain and deploy the front end for an unannounced mobile game made with Unity.

Programming Languages

C#

HLSL

C++

Python

TypeScript

Shaders & VFX

Fable. Creatures & Environment shaders

About?

Main PBR shader for Creatures with skin-like surfaces Fur and feather shaders implementation for wildlife. Environment shaders for windows, parallaxing interiors and exteriors and waterfalls Wetness for environment shaders Data analysis and model reports General tooling and pipeline for artists

C++ Vulkan Custom Renderer. Ongoing Project

About?

Custom renderer built entirely from scratch using C++ and Vulkan. This is an ongoing project that I plan to open source once it gets more stable. Main features so far: Framegraph Automatic memory synchronization Scriptable Rendering Pipeline Slang Shader Language Support Gltf Support PostProcessing Soft Shadows Automatic PSO Generation Automatic Descriptors Bindless Resources Forward++ with DepthPrepass Entity System Artists friendly API :)

Procedurally generated Hexadopus. UE5 + Houdini

About?

Meshes, Skinning and Animation are generated procedurally in Houdini Rendered with custom shaders in UE5

Fun with Houdini.

Toon Shader. ABC Project.

About?

Custom toon shaders for character and environments. 3D Models are efficiently rendered in UI through a custom 3d renderer

Tofu. VAT Houdini soft body simulation.

About?

Simulation and meshes generated in Houdini, rendered in Unity using a custom VAT shader

Compute Shader. Boids Simulation.

About?

Boids are rendered as entities in a render texture

Sylized Waterfall.

About?

Inspired by Ashutosh Jadhav work

Card VFX Breakdown.

About?

Most of the magic occurs on the vertex shader

Sci Fi VFX.

About?

This is actually the first vfx/shaders I made. Not the best but it is what sparked my love for graphics and tech art

Deco Shaders.

About?

Collection of shaders done while experimenting with GLSL

Editor Tools

COLOR MANAGER

This is a simple yet powerful color management solution for Unity. It allows you to create color palettes as Scriptable Objects to bind swatches to any shader color property to any number of materials.

RPG ENGINE EDITOR

This tool manages the entire database for a Tactic RPG game. It includes the creation of generic skills, classes, skill trees, skill effects and characters.
This engine leverages C# Reflection to create data types at runtine in the Unity Editor in order to bind and serialize abstract classes implementations.
Also, reflection is used to take advantage of the built in UIElement enumField generating enums at runtime.
This tool also implements custom UXML elements such as modal windows, tabs, and a low level CG API based grid.

RAY MARCHED TERRAIN EDITOR

Non destructive terrain editor that uses Ray marching, Compute Shaders and BVH optimizations

GRASS PAINTER

Terrain tool that uses procedural indirect rendering

MESH BASED LEVEL EDITOR

This tool allows the user to create levels baked into a single mesh, reducing the draw calls. It supports sculping in a quad topology, multi material mesh. And paint the UVs based on a tile map.
This tool also provide an API to access to every tile based on an XZ coordinate system. This way grid based games can be built on top of it.

BLOCK BASED LEVEL EDITOR

This tool allows the creation of more complex levels using prefabs as single blocks and connect them throught a graph. The graph is generated automatically but each node can be set manually using scene handlers.

PROCEDURAL GEOMETRY GENERATOR

This tool was created as a solution for the problem of opening a 3D modeling software every time a simple mesh is required.
It suppots ring based geometries and Icospheres. It also supports seam and seamless UV mapping as well as a custom vertex color gradient.

RoJo Animator

RoJo Animator is a tool created to make UI, transforms and Materials animations. It catches Unity EventSystem events and can detect current material's properties in order to animate them as will.

Mesh Spline

Mesh Spline is a pluggin for the asset BGSpline that allows to create meshes along a bezier curve. It also provides and API to set extra information to the UV and color channels.

Released Personal Projects

Global Gamejam205: Bugsie's Zoomies

Description:

Done in two days for the Global GameJam2025.
A lot of bubble shaders!

Quebec GameJam2024: The Cartographer

Description:

Done in two days for the Quebec GameJam2024.
First time using Godot Engine!

CMYK

Platform:

Web

Release date:

August 2019

Description:

Done in two days for the Game Maker's toolkit 2019 Game Jam.

The main challenges were:
  • To make it from start to finish in just two days.
  • To create a parallax shader for the background and floor and sync it with the gameplay.

Domina C# y Unity 2018 desde cero creando un RPG ACTION

Platform:

Udemy

Release date:

September 2018

Description:

In this course I cover the basics of C# and Unity to create the core mechanics of an action RPG.

Personal Projects

Untitled adventure game

Platform:
PC

Description:

Procedurally generated adventure game, currently in development

Dwarfgeons from the future

Platform:
PC

Description:

Rogelike Tactical RPG heavily inspired by Final Fantasy Tactics. The main challenges for this project were:

Creation of an Editor Engine

  • Creation of an editor and scriptableObject based database for skills, classes, characters, effects,etc.
  • Laverage C# Reflection for UI and binding.
  • Custom UIElements UXML components such as toggle views, modals and grids using low level CG API.
  • Creation of a node based editor for skill trees.

Game Logic

  • A* and flood-fill algorithms implmenetation.
  • Multi-layered finite state machine for game flow.
  • Heavy useage of SOLID principles and design patterns.