Visual Effects: UE4 Niagara and Cascade
For our senior project, I was the lead technical artist and in addition to leading other programmers and artists, I created some particle effects, animations, simulations, and helped to implement dynamic shader based features such as Ray Marching, blocks that would only appear when close to the player, as well as post processing effects such as celshading. I used Ue4’s new Niagara system heavily as well as materials and custom HLSL nodes to do more advanced techniques.