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Dylan's Submissions

Tree and Grass assets with custom materials

I have created a variety of environmental assets which includes grass, and a variety of trees which I also created custom shaders materials which can be further art directable if necessary and can be modified for different levels. Developed in a way to provide modularity and control.

Level design and Lighting

I was responsible for lighting the 3 different levels trying to achieve a different lighting aesthetics. As well as different level blockouts.

Landscape Shader

 I have also created a landscape auto material which offers some controls such as

  • Landscape Layer Blend: Core of the automatic blending system. It allows me to define the various landscape layers and their respective textures, as well as control the blending between them.

  • Landscape Layer Coordinate: Defines the tiling and scaling of each layer texture on the landscape. It helps ensure that the textures align correctly and repeat.

  • Slope-based blending: With slope-based blending, I can control the blending of layers based on the steepness or angle of the terrain. I can make grass appear on gentle slopes, while rock textures are visible on steeper inclines.

Tillable material shader

In terms and materials and shaders I created a tillable material shader which offers controls such as

  • Prevent texture stretching when scaled.

  • Swap out for different PBR materials.

  • Controls for albedo tint roughness, metallic, specular, and normal

  • Ability to toggle each map on/off​

  • Modular material that can be used for tileable materials for different levels

Visual effects

I have created stylized wind and leaves in Niagara particle system.

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