Game Art: Engine Pipeline and Practice
In Game Art: Engine Pipeline and Practices, the focus shifts from offline rendering to the technical immediacy of the real-time pipeline. Mastering Unreal Engine 5 requires a balance of artistic vision and performance-minded implementation—treating the transition from static set dressing to event-driven Blueprints as a rigorous exercise for the creative athlete. From curating atmospheric night-time environments with volumetric fog to scripting interactive "cabinets of curiosities," this practice bridges the gap between high-fidelity aesthetics and functional game production.
Programming Concepts for VFX
A comprehensive documentation of my coursework in VFX 705. This post covers the transition from manual artist to technical director, featuring Python scripting in Maya, custom UI development, and fully procedural modeling systems.
Cinematography for VSFX
VSFX cinematography exercises: forced perspective, twin/doppelganger compositing, green-screen match lighting, and seamless actor replacement.
Programming 3D Models and SHaders
From succulent shading to a matcha parfait: what I learned building procedural materials in Houdini with Copernicus/VEX and Solaris/USD.
USD Basics
A living set of USD study notes—key terms, layers/composition arcs, and practical pipeline takeaways (updated Jan 12, 2026).