‘Die Young’: UE4 Open World creation and optimization

Die Young production started with an interesting idea from an artistic point of view. It was a crazy challenge for us: we had to develop an open world set in a mediterranean island using an engine that was really lacking about advanced open world optimization techniques, and we were just 6, and only 4 with … Continue reading ‘Die Young’: UE4 Open World creation and optimization

Project Kyro: basic optimization and VFX for a VR game

  Some time ago I was asked to work on a really cool VR project as Technical Artist and VFX Artist. The game, in this first production phase, was about fighting against another player in an arena with magic spells in a cool Harry Potter style, using your hands and your voice. The images that … Continue reading Project Kyro: basic optimization and VFX for a VR game

How to iterate atlas textures in UE4

Some days ago, I needed to find a way to iterate through an atlas of textures in a UE4 material: I wanted to apply this to some decals that I was spawning always together. So I setup this material which allows me to iterate through an atlas and pick a texture from it, and I … Continue reading How to iterate atlas textures in UE4

Creating auroras in UE4

Some time ago I got a job request about the creation of a "northern lights procedural building tool" in Unreal Engine 4. I was asked to create a shader to simulate different kinds of northern lights and a system to create them with splines inside the editor. After some researching I found an interesting way … Continue reading Creating auroras in UE4