A collection of various projects, both professional and personal in no particular order
-

WINNER - Epic MegaJam 2025 - BioLume
Second Place winner on the RTX Category
My second Epic MegaJam - An attempt to make use of NVIDIA’s RTX branch of Unreal Engine to use RTX DI in my project and make use of many dynamic lights in the project. This translated in a second-place winner for the category which I’m very proud of. -

Material Painter
A system I wrote for Unreal Engine that allows us to “paint” on shaders and change the way these shaders look directly in textures. Removing the legacy use of decals the platform had which was causing several headaches.
-

Raymarched Liquid VS Screen Space Fluid Rendering
During lockdown, I tried replicating the liquid shader in Half Life Alyx. I ended up doing some ray marching shading that was pretty fun!
Some time later, I came across Nvidia’s Screen Space Fluid rendering paper that got me interested in trying that instead… These are the results!
-

Houdini GLTF Hierarchical Export
This is now obsolete as of Houdini 21. Before this, SideFX’s GLTF Exporters for Skeletal Meshes didn’t respect hierarchies so I had to make my own to satisfy that purpose.
-

Vertex Animation Texture
A classic shader effect. Simulating a deforming mesh by animating the vertices using textures.
-

Maya Pong
The result of a “Coding Challenge” we had at work with the theme “Use something the way it was NOT intended to”.
So I decided to make a working interactive game of Pong using Autodesk Maya’s interface. -

Game Of Life
A ThreeJS browser-based project which was the result of a “Coding Challenge” at work.
Essentially to recreate Conwall’s Game Of Life in whatever form we liked. So I chose to do it in ThreeJS because I hadn’t used that library in a little while. -

A Story That Never Ends
A personal project inspired in Michel Ende’s NeverEnding Story.
I wanted to find out if I could make use of the current state of AI to generate a story consinuosly, forever. Narrate it, Add subtitles, video and stream it live on Youtube for eternity (or until I shut it down temporarily because my electricity bill was going off the roof…) -

WINNER - Omniverse Marbleous Machine
My winning submission to NVIDIA’s second Omniverse Competition.
I used Houdini to combine objects in a such a way that when simulated, physics would move a big number of marbles around timed to hit certain spots at specific times to simulate the fact that music is being played from this machine.
-

Omniverse Procedural Shadow Study
My submission to NVIDIA’s Omniverse Competition.
I used Houdini to procedurally place objects in a seemly random order, in order to cast a specific shadow silhouette when rendered in Omniverse.
-

Epic Mega Jam 2023
My entry to my very first Game Jam. A time travel puzzle platformer.
-

Film VFX
Watch the Showreel I built circa 2018, included a selection of films I was part of as a VFX Technical Director