Fortnite Cinematics
Client: Epic Games
Halon | FN Cinematics
Role: Senior Technical Artist
Created cinematic-quality assets and environments under direction from Epic Games. Worked with all internal departments, including: Lighting, Assets, Animation, VFX, and Pre-Production. Authored tools to improve artists’ workflows, and maintained daily quality control of deliverables.
Artist Responsibilities:
Material Shaders
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Editor Utility Widgets
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Asset Upres
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Animated Effects
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Lighting Blueprints
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Material Shaders - Editor Utility Widgets - Asset Upres - Animated Effects - Lighting Blueprints -
Sequencer Setup
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DDC Show Tools
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Engine Troubleshooting
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Render Quality Control
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Sequencer Setup - DDC Show Tools - Engine Troubleshooting - Render Quality Control -
I interfaced with the latest in-development features of Unreal Engine 5. Experimental tools were vetted by our team and reported feedback to Epic’s engineering team.
Examples
Zero Point Crystal Shader
Improved crystalline effect and outer shell.
Imitative translucency with parallax + subsurfacing.
Complex light phong and specular effects
Grass Trample System
Material function transferrable to any material with WPO.
Resettable in Sequencer via Triggerable Events.
Behavior matches in-editor and runtime.
Bug Sack Shader
Improved fluids + art direction.
Adjustable for multiple distances.
Multiple-levels of depth with customized color.