A fun short film about a simple dude.

Pipeline Technical Director

Our team was interested in using Unreal Engine to render our project, so it was my job to set up the pipeline for getting objects, animations, and textures in engine. I also managed our file system, dictated naming conventions, and made sure everyone on the team was working with the most up-to-date files.

Lighting Artist

As I had the most UE4 experience, I was the main contributor on lighting design. Throughout the lighting process, I was producing test renders and putting them through Ioannis (director) and Eva (texture/storyboard artist) to ensure our lighting design matched their artistic vision.

Shader Writer

I used UE4’s post-process material node network to write a toon shader for this project. Our toon shader consisted of an outline shader, which found the edges of objects by testing against screen depth and normals of each pixel, and a three-tone cel shader, which used a gradient to determine which shade would be applied to the diffuse colors of the scene.

Render Wrangler

As we wanted to do some compositing in Nuke, it was my job to produce render passes that would help with that process. Unreal does not support alpha passes and lighting passes, so I had to write my own post-process materials to produce those effects.