I’ve been a technical artist professionally for over a decade now, and the following is a non-exhaustive selection of tech art-y stuff I’ve done in the last couple of years.
I have a particular love for building tools and pipelines, but also get a real kick out of working with procedural content generation. I also enjoy creating interesting shaders and effects.
For posterity, and I suppose some historical context, you can also have a look at some of the things I was involved with at my first professional foray into tech art:
https://teckartist.com/?page_id=75
Blender Geometry Nodes
Numerous experiments with procedural workflows, from terrain generation (including props and road networks) to procedural buildings. Also experimented with animations augmented with procedural elements.
Houdini
Also developed various terrain systems to generate natural-looking terrains from primitive building blocks (define simple mountain, valleys, etc). These would then be automatically populated via configurable rulesets, eg. types and densities of trees, rocks, etc based on altitude, slope, terrain features. Define building placement and automatically terraform the surroundings (flatten slopes, etc).
Substance Designer
These are 100% procedural and represent only a small selection of assets I’ve built
Writing algorithms in node networks can be pretty frustrating and error-prone. I found myself doing a lot of this at some point, and built a set of python scripts to build out the node networks for me.
Additionally, prior to proper python support being added, I wrote a set of scripts to parse sbs files and perform numerous automation tasks.
–
Tools
Shaders/VFX
Miscellaneous
Exploring runtime animation rigging in Unity (Github repo):-