<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>My Shaders on Aaron Aikman</title><link>https://guerilla-tactics.com/tags/my-shaders/</link><description>Recent content in My Shaders on Aaron Aikman</description><generator>Hugo -- gohugo.io</generator><lastBuildDate>Wed, 01 Sep 2021 00:00:00 +0000</lastBuildDate><atom:link href="https://guerilla-tactics.com/tags/my-shaders/index.xml" rel="self" type="application/rss+xml"/><item><title>Diablo IV</title><link>https://guerilla-tactics.com/projects/diabloiv/</link><pubDate>Wed, 01 Sep 2021 00:00:00 +0000</pubDate><guid>https://guerilla-tactics.com/projects/diabloiv/</guid><description>Summary I lead the Graphics Tech Art team which focused on shaders, performance, procedural art pipelines, and problem-solving. I also lead the Pipeline Tech Art team which specialized in DCC tooling, from animation and rigging to texture and model export, as well as continuous integration systems that supported art pipelines for ~200 artists and animators.
Duration ~6 years (Sep 2018-Jun 2024)
Work Amplified the work of my team and created a supportive work environment with high growth potential Anticipated future roadblocks and needs for my team and other disciplines Drove initiatives and created systems of support for content and engineering teams Created tools, shaders, and solutions for artists Interfaced with artists and engineers to improve game features and performance Empowered artists by provided graphics knowledge, tooling options, and general troubleshooting Titles</description></item><item><title>Life: Pale Neon</title><link>https://guerilla-tactics.com/shaders/life_pale_neon/</link><pubDate>Sat, 02 Jan 2021 00:00:00 +0000</pubDate><guid>https://guerilla-tactics.com/shaders/life_pale_neon/</guid><description>Summary Generative art made with shaders.
Description Exploration. Colonization. Consumption. Extinction. Repetition. Salvation?
Conway’s Game of Life forms the basis for this creative expression of life’s journey and purpose.
Made with GLSL
1080p 60 fps 44 seconds 2640 frames
Preview View it full-res on IPFS</description></item><item><title>Relumine</title><link>https://guerilla-tactics.com/projects/relumine/</link><pubDate>Mon, 02 Mar 2020 00:00:00 +0000</pubDate><guid>https://guerilla-tactics.com/projects/relumine/</guid><description>Summary Created shaders, made vfx, profiled scenes, improved performance, and provided general troubleshooting support
Duration 2 years on and off (side project)
Shader Work Below are some examples of shaders I made for Relumine. I was responsible for every shader in the game. Some are as simple as color, emissive, color based upon surface normal, or gradient based upon bounding box. Others are stylized effects to describe complex surfaces like a few of those pictured below.</description></item><item><title>Warcraft III: Reforged</title><link>https://guerilla-tactics.com/projects/warcraft_3_reforged/</link><pubDate>Tue, 01 Oct 2019 00:00:00 +0000</pubDate><guid>https://guerilla-tactics.com/projects/warcraft_3_reforged/</guid><description>Work Created specialty shaders together with Rick Gilliland near the end of the project
Duration 1 month
Shaders Night Elf Cloaking The final effect ended up being a more subtle version of this which did not animate.
Crystal Shader Our objective was to create a more convincing look with minimal added textures, so the effect is really just parallax and some Fresnel.
The second two are just comparisons for with and without the effect, which was later masked to only affect the crystal</description></item><item><title>Drifters</title><link>https://guerilla-tactics.com/projects/drifters/</link><pubDate>Mon, 02 Oct 2017 00:00:00 +0000</pubDate><guid>https://guerilla-tactics.com/projects/drifters/</guid><description>Summary Made shaders, vfx, tools, rigs, and provided project-wide troubleshooting
Duration ~8 months
Description of Work Created shaders for characters, environments, and vfx Made filters for Substance Painter to improve Character artist workflow Rigged characters and props Created character skill and ambient visual effects Set up anim blueprints and in-engine rig solutions in Unreal Engine 4 Created post process materials for screen space effects Profiled and improved performance Developed tools for improved animation workflow Provided troubleshooting support for art team and engine-specific knowledge for engineering Wrote documentation for art pipelines Shaders &amp;amp; VFX I created textures, shaders, and vfx for characters and environments throughout the game.</description></item><item><title>Paladins</title><link>https://guerilla-tactics.com/projects/paladins/</link><pubDate>Thu, 02 Mar 2017 00:00:00 +0000</pubDate><guid>https://guerilla-tactics.com/projects/paladins/</guid><description>Summary Created shaders, made vfx, and rendered shots for a promotional cinematic
Duration ~2 months
Description of Work I created gem, fire, ice, dissolve, and other shaders as well as steam, petal, feather, and other vfx for this cinematic, in addition to doing lighting and rendering.
More Full Trailer For more project details, please visit the Halon Project page</description></item><item><title>Mass Effect: New Earth</title><link>https://guerilla-tactics.com/projects/mass_effect_new_earth/</link><pubDate>Mon, 02 Jan 2017 00:00:00 +0000</pubDate><guid>https://guerilla-tactics.com/projects/mass_effect_new_earth/</guid><description>Summary Created foliage, vfx and shaders, in addition to rendering out shots for the final image
Duration ~3 Months
Description of Work Below you&amp;rsquo;ll see a few examples of shots I worked on that include smoke, explosion, lasers, rocket trails, holograms, planets, ship lights, and other miscellaneous effects or shaders.
More Press Video For more project details, please visit the Halon Project page</description></item></channel></rss>