Achievements

Some of my fondest achievements from my CG journey as a "Technical Artist / Pipeline / Dev", both professional and personal, since primary school.

TLDR

Lately, I am focused on Houdini / Nuke / Blender / Unreal / CG Softwares Workflow Addons and FairMarket.Land [2023].

If I had to pick from the list, these would be my personal favorites:

I also did a lot of simulations/experiments, tiny softwares, in many different languages (Python, C#, Java, C++, Prolog, OCaml, Pascal, Basic, just to cite some I have in mind now 😅) and web stuff (lately React, Django, procedural website in Php like the one you’re currently on, Ajax, etc...) but they weren’t always CG related so I will keep them out of that list...

CG Journey

WIP 

Lagomorath. Houdini / Nuke & Blender Short movie. TBD [Video01]

WR UAsset. Blender & Unreal Engine Addon. Complete One Click export/sync between Blender & Unreal (Materials, Baking & Packing Textures, NLAnimations, Hair, VSE to Sequencer, MotionRoot, etc...). [VideoTweet02] [VideoTweet01] [Video02] [Video01]

MegaPaint. Blender Addon. A third party painter software alternative (Fully Nodal, Particle Brush, Smart Materials, etc...). [VideoTweet02] [Tweet01] [VideoTweet01]

IFK Unified Rig. Blender Addon. Professional character rigs in a few clicks (IFK, Twists, Stretchy/Bendy, BezierFaceRig, Eyelid autorig, etc...). [VideoTweet01] [Video01]

Gravity Center. Blender Addon. Ability to see a gravity center for any skeleton, and its projection on the ground. Auto modify the gravity center trajectory to have a physically accurate movement. [VideoTweet01]

Story Graph. Godot Addon. Nodal Interactive Fiction Game editor for Godot. [Tweet01]

IF Game. Godot Indie Game. Interactive Fiction Game.

Aedin 死の炎. Unreal Indie Game. Action RPG inspired by Dark Souls, Bayonetta & Myst. [Video03] [Video02] [Video01]

2024

Vintage Flying Saucer. Houdini / Nuke & Blender. [Video01]

Smoke Monster. Houdini / Nuke & Blender. Axiom Solver. [Video01]

2023

PhyX Drag. Blender Addon. Speed up your layout composition by dynamically placing objects with physics. [Video02] [Video01]

FairMarket.Land. Online MarketPlace. The Marketplace that Empowers Purchasing Power Parity (PPP) and Ensures Fair Visibility! [Why?] [About] [Philosophy] [Link01]

2022

Ghosts. Blender Addon. Ghosts will help you to ensure Consistency and Continuity in your Animation by compiling all the most Onionskin relevant features while keeping it extremely simple. [Video01]

Time Tree. Blender Addon. Speed up your Video Montage by using nodes instead of the common linear timeline. [Video02] [Video01]

Visibility Set Filters. Blender Addon. Benefit from a more Clarified & Organized pipeline by using simple filters. [Video02] [Video01]

2021

PBR Bridge. Blender Addon. PBR Bridge will save you 20mn of your time each time you need to go from Blender to Substance / Quixel Mixer / ArmorPaint and back. [Video02] [Video01]

Navigation with Dijkstra Path outside Invoker. Unreal Engine. [Video01]

NavigationMesh & Dijkstra pathfinding on a Spline's Graph. Unreal Engine. [Video01]

Baking distance bounds by angle of attack hit zone. Unreal Engine Plugin. [Video01]

2020

+600 AI. Unreal Engine. [Video01]

Blender to Unreal. Blender & Unreal Engine Addon. [Video01]

Raven Island. UE4 OpenSource Project. Advanced Gerstner Ocean sim with depth and wind direction influences. Complex water shader (with blur from depth, foam, moss, color absorption, etc). Grass biome which disappears to become real bits of grass. Advanced biome heightlerp shaders. Cool Niagara use cases. [Video06] [Video05] [Video04] [Video03] [Video02] [Video01]

Raven Lightning. UE4 Niagara VFX. [Video01]

64 Gerstner Waves. Unreal Engine. [Video01]

2019

CG Workflow & Pipeline Optimisation. Unity, Scientific Games. By providing a new workflow, CG pipeline tools, generic scenes, and such I optimized slot game production time from 6 months to 2 weeks 😎. The games were also more stable (mem speaking) and with a better FPS. [Img01]

Harry. Houdini-Like Geometry Node Editor Godot Module.

Principled Fabric Shader. Houdini Mantra. [Video03] [Video02] [Video01]

Merry Treesmas!. Houdini. [Video01]

2018 

Fiery Ivy. Houdini. Detail of the setup in the second part of the video. [Video01]

Crystal Formation. Houdini. [Video01]

Underwater Infection. Houdini. [Video01]

Regeneration - Blackening. Houdini, Future Associate. These were FX setups propositions for Netflix Glitch TvShow, a pretty cool Ozzy made series. [Video01]

2017 

Houdini Various FXs. Houdini. [Video01]

Water Cascade. Houdini. [80.lv] [CGSociety - RIP] [Video01]

2016 

Jump Around. Android Unity Indie Game. Personal 1 day GameJam [APK] [Img01]

Back to The Skyway. Android Unity Indie Game. Quick game [APK] [Img01]

2015 

Dash & Clash. Android Unity Indie Game. Think Subway Surfer but with a SideScroller Boss Battle with Abilities. Funny fact is GooglePay, GooglePlay, and other Libs were the longest to integrate mostly because of incompatibilities with each other... [APK] [Video01]

2014 

The Mirror. Unity Indie Game. 2.5D indie game, kinda Pandemonium! but with alternative 3D pathways. All animations were procedural (IK, RagDoll, any walk-cycle were math tricks) & responsive. [Video01 - Supposed to be played at x2 for 60fps - Old YoutubeTrick...]

Complete Rigging IK & RagDoll. Unity Addon. [Video03] [Video02] [Video01]

2013 

Custom Package. Unity Addon. Editor extension which allowed to manage easily many custom configurations of different packages for further export, Asset Store submission, capitalization, etc... [Video01]

2012 

Self Soft Shadowing Parallax Offset Mapping. Render Monkey Shader. [Video01]

SS Emissive Lighting. Render Monkey Shader. [Video01]

The BeachCube Project. C# 3D Engine Editor. Unity/Godot-Like Editor based on my 3D Engine. You could add your own C# script, HLSL shaders and build your game as a standalone!

2011 

Cloth Sim. Render Monkey Shader. [Video01]

2010 

rAbbiT cHase. C# 3D Engine. MarioKart-Like Game with AI opponents (no weapons). [Img03] [Img02] [Img01]

wHiteRabbiTexporter3DS.dle. C++ 3DS Max 9. Export Plugin. [Blog01]

GPU Particle Collisions. Render Monkey Shader. Particles are all colliding with each other and can collide with a Box which can contain one window / hole on each face.

[Video01]

AI on GPU. Render Monkey Shader. [Video01]

2009 

Water Communicating Vessels. Render Monkey Shader. [Video01]

2008 

Vector Displacement Morphing. Render Monkey Shader. [Video01]

2007 

wHiteRabbiT Land. DX10 C#, Managed and Unmanaged C++ Homemade 128b 3D Engine. Biggest 3D Engine I ever made. DX10 wasn’t usable with C# so I had to make a C# / ManagedC++ / C++ wrapper for this. 3D world was in decimal 128bits, so everything you see in wHiteRabbiT Land is actually reachable, stars in the sky are suns or galaxies containing suns with solar system, etc, you can fly from one planet ground to another just by aiming at a star in the sky ✨. Think WYSIWYG environment.
Almost
10 years before No Man’s Sky game, probably my best achievement 😂.
The world was fully procedural with a really complex geometry shader to create each planet and an extremely (too) long pixel shader to handle atmosphere, clouds, water, underwater, fake grass parallax, etc...
The geometry shader was mathematically matching its sibling version on CPU to compute collisions and object placements.
It had Spherical Light Scattering, Parallax Offset Mapping, HDR dynamic Iris light adaptation, Velocity Motion Blur, Depth of Field, etc... all the fancy shaders I was able to create before that.
[Video03] [Video02] [Video01] [Img04] [Img03] [Img02] [Img01]

2006 

FXApplication. C++ Win DX9. Scene Editor.

Parallax Offset Mapping. Render Monkey Shader.

3D Nurb Editor. OpenGL. University Project.

2005 - Bachelor of Science in Computer Science 

FXCreator. DX9. 3D Shader Editor.

Othello AI. Prolog. Reversi MiniGame - Won University Othello AI Battle and was the fastest to think too. Yeah!

2004 

Volumetric Clouds. Render Monkey Shader. [Video01]

Teleport FX. Render Monkey Shader. [Video01]

Burning FX. Render Monkey Shader. [Video01]

Rust. Render Monkey Shader. [Video01]

2003 

Volume Fog Layered / Fur / Grass. Render Monkey Shader. [Img03] [Img02] [Img01]

2002 

D3DEngine. DX. Shaders. Depth of Field, Volumetric Fog, Particle Sims.

1998 - 2001 - High School 

DX8 Engines. C++.

Virtual 3D Studio. C++. Win95 Raytracing Engine.

DOS 3DEngine. C++. DemoScene Like. [Video01]

Raycasting 3D Engines. C++. Wolfenstein3D & F-Zero like mini games.

1994 - 1997 - Middle School 

Barnsley Fern Fractal. Pascal.

Sierpinski Triangle. Pascal.

1st 3D Proj - Pool Game - Music Beep Looper Editor, etc... . Basic Programming. Many other experiments... I remember trying to find an algo for 3D based on 3D drawing techniques, then, in year 8 I learned about Thales's theorem and that changed my life, my 1st real 3D projection was born 🥳!

1989 - 1993 - Primary School 

2D Platformer - Fake 3D & Misc. Basic Programming. Various 1st steps and 4 colors basic programs...