
Unreal Engine 4 & 5
I've been using Unreal engine profesionally since 2019 mainly during my time at Rendr Softworks, despite using it for Arts and Level Design focused projects, i've also learn to develop gameplay, functionalities and tools with this engine to enhance my team's processes.

01
Tool Developper
Props Scatterer, Interconnected objects, Randimizables Buildings, 3D Meshes Cutter and Characters, ...
These are some of the problematics i've dealt in order to increase my team's productivity. I've also had to push these handmade solutions through the UE5 update.
I've even had to do some Research and Development to find the optimize my my co-workers's wokflows.


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02
Shader & VFX Artist
Throughtout my previous projects i've learned the create master shaders and shader functions that'll be linked to a shared Library for all my team to use.
I've also learned the basics of Niagara Particules Systeme to improve the quality of my projects.


03
Level Artist
I've worked on a dozen of historical re-enactment project using Unreal Engine. Therefore im quite able to use the Engine Level Editor efficiently.
I've also learned to study architectural productions and reproduce these into my projects if needed.
04
Animations in Unreal Engine
Depite not being my best skill i am accustom with animation's principales in Unreal Engine.
Whether through creations of animation assets using Custom Control Rig Manequin or using premade assets in animations blueprint or Level Sequences.


05
Ray Tracing & Post-Processes
In order to reach photorealism in Rendr Softworks's re-nactment projects, i had to learned to use real-time ray tracing and light rendering pipelines.
I also learn to use post-processing and post-processing materials.
06
Rendering of 360° and 16/9 Médias
I've learned to use the Unreal Engine's Level Sequencer to create vidéo médias.
From 360° vidéo to more classical 1080p traillers, i've staged a dozen of Rendr's comunications videos when i took part in their team.