My Work

An interactive real-time explosion and destruction system combining Houdini simulations, Niagara, custom materials and Blueprint in Unreal Engine 5.

A custom FLIP fluid simulation in Houdini, creating interacting water and whitewater from scratch while tackling complex collisions, high particle counts, and optimisation. Animated in Blender, rendered in Karma, and composited in DaVinci Resolve.

RBD Destruction, Pyro, Lighting, Rendering, and Multi Pass EXR compositing in Davinci Resolve.

A cinematic sequence combining Houdini Pyro simulations rendered in Karma and converted to flipbooks for real-time use in Unreal Engine using Sequencer, Niagara, Custom Materials and more.

A scientifically driven Real-Time VFX dissertation in Unreal that conveys complex astrophysical processes through Shaders, HLSL Fluids, VDBs, Houdini Simulations, and more.

Professional freelance work creating 8+ parameter-driven VFX systems in Unity using VFX Graph and Shader Graph, with a focus on real-time performance, designer flexibility, and production-ready delivery.

1 of 12 Student Games Across England Shortlisted for TIGA Best Student Game. I acted as Lead VFX Artist in a Team of 13. Features custom Post Processing and Shaders and Weapon, Enemy and Environmental VFX in Niagara.

A stylised game project exploring procedural building generation, shader-driven VFX, and C# integration, including reducing building draw calls from 13 to 1 and creating dynamic 2D/3D UI effects.

VFX sequence combining procedural mesh generation and destruction in Houdini with custom Blueprint tools and Sequencer.

VFX Sequence studying Niagara Fluids, Chaos Simulations, and caching using Level Sequencer in Real-Time.

VFX sequence exploring cached Chaos simulations, Niagara implementation, and Sequencer.

Custom BP Sky Sphere Tool featuring an offscreen buffer to store 3D models as a 2D Render Texture, dynamic Rim Highlights, and optimisation masks.

Custom Post Process Tool featuring Quantization, Specular, and Painterly effects with Stencil Masking and a Dynamic Fog Outline Effect.

Custom Building Tool using Procedural Generation from Blender with Vertex Colours. Shader Graph, HLSL, and C# integration for a custom See Through Shader. Optimised from 13 to 1 draw call.

Exploring Custom Render Passes featuring both HLSL and C# Interaction for Volumetric Lighting in Unity.


