
Summary
Supporting the art team with shaders, tools, profiling, and troubleshooting
Work
- Creating tools, shaders, and solutions for artists
- Interfacing with artists and engineers to improve game features and performance
- Empowering artists by providing graphics knowledge, tooling options, and general troubleshooting
Duration
3+ years (Sep 2018-Present)
Quicklinks
Context
Below you can see some images I contributed to. I’m responsible for the majority of environment related shaders - their functionality, performance, and look - as well as specialized shaders for effects like water, snow, ice, fog, clouds, skin, blood, cloth, rocks, terrain, etc. That said, everything you see is the work of a host of extremely talented people, from concept, environment, lighting, character, rigging, and vfx teams all the way to engineering.
Blizzcon 2019 Imagery
Click for high quality.
Blizzcon Trailer Clips
Clips from the Diablo IV Blizzcon Trailers where I worked on things like water, lava, clouds, sand, snow, wetness, fog, grass, and ice.
Click for high quality.
Quarterly Update - 2021 October
Before you can find hour-long youtube videos with ambient sounds from our Audio Quarterly Update.
Scosglen Coast
I worked extensively on the ocean shader seen in this video.
Scosglen Rain and Puddles
I also worked extensively on the tech that allows puddles to form in the terrain when it rains.
More
Announce Trailer
Rogue Announcement
Diablo IV Official Website
For more info please visit the Diablo IV Official Website