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.

Trailer Spotlight

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