Unreal 5 USD Pipeline and Tools
A demonstration of the custom USD pipeline and tools I’m working on.
Project NV – v2 update
A second iteration on the open world city design and art direction for Project NV
Project NV
Project NV is a work-in-progress prototype for a AAA game environment. Working with esteemed artist Sasha Beliaev who did the Art Direction and 3D Concepting.
VFX Reel
My current VFX Reel. All FX done by me.
Rainbow Six: Extraction – Black Sprawl
I was the main technical artist working on the Black Sprawl for Rainbow Six: Extraction. I generated all the data and metadata procedurally to help bring the Black Sprawl to life.
Artstation
Check out my Artstation at www.artstation.com/jmwalther
Realtime Destruction for Games using Houdini
This is one of the talks I gave at the Montreal Houdini User Group we hosted at Behaviour on June 12 2019. This talk is about Realtime Destruction workflows.
Procedural Level Generation for Prototypes / Games using Houdini
This is one of the talks I gave at the Montreal Houdini User Group we hosted at Behaviour on June 12 2019. This talk is about a simple Level Generator I worked on for a prototype with a Creative Director
Procedural Open World Generation Prototype
Simple workflow I set up to generate a heightfield-based Terrain, generate masks procedurally, scatter foliage procedurally and automatically pipe into an Unreal 4 Landscape Material. Made in 2018 before I started working as a Technical Artist
