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 Morphscape

Morphscape is a real-time procedural terrain generator built entirely in Unreal Engine 5.5, designed as a showcase of my technical art capabilities

Project Goals

  • Develop a randomized runtime terrain generation utilizing C++

  • Improve my knowledge of dynamic runtime PCG systems and integration with C++ classes

  • Showcase my UI implementation skills

Technical Breakdown

  • Custom C++ terrain generator that randomizes key landscape properties at runtime

  •  Self authored PCG (Procedural Content Generation) networks to populate the world with natural biomes and urban architecture

  • C++ systems for spawning dynamic agents — travelers on roads and birds that perch and fly utilizing VAT for animation

  • Custom Niagara VFX (water splashes, smoke, etc.) to enhance environmental believability

  • UI implementation

  • Ambient sound design and a self recorded soundtrack

 

Most 3D assets (foliage, buildings, props) are sourced from third-party libraries to allow full focus on the technical and systemic development of the generator.

Procedural Bridge Tool

This modular, spline-based bridge tool is completely self contained within Unreal Engine allows users to create robust, performant bridges for their real time projects.​

Project Goals

  • Develop a market-ready solution that delivers the power and flexibility of a Houdini Engine tool without requiring any third-party integrations.

  • Showcase my expertise in developing robust PCG systems

  • Improve my knowledge of Speed Tree and its integration with Unreal Engine

Technical Breakdown

  • Spline-based procedural tool

  • Geometry Scripting integration with PCG networks to produce modular geometry in engine

  • Integrates custom geometry for any section of the tool

  • Offers a variety of output configurations for various desired use cases

  • 12 game-ready Jasmin plants produced with Speed Tree  Standalone Asset

For full documentation, please visit: Documentation

Jasmin_B.jpg

Modular Western Hollywood Set

Project Goal

  • Develop a modular construction tool to offer the client flexibility in configuring assets for their project

Technical Breakdown

  • Developed inside of Houdini and packaged as an HDA for use inside of Unreal Engine.

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