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Timo Nys: portfolio
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Timo Nys: portfolio

Timo Nys
by timonys1998 on 30 May 2020 for Rookie Awards 2020

Hi, thanks for checking out my Rookies submission. Here you will find some of my proudest results, I was able to finish over the last year. I aspire to be a graphics programmer, meaning I spent countless hours to get those pixels on your screen to look fabulous and rendered as optimized as possible.

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Volumetric clouds

The game Horizon Zero Dawn heavily inspired me to do research into volumetric clouds, to recreate their result as good as I was able to achieve in a short period of about 6 weeks.

​Their clouds look very realistic and change dynamically over time. They make the player feel much more immersed in their world, and that is exactly what I love about them.

The way I did it in broad terms, is by using various different noises. Then by using a raymarch technique the clouds density gets sampled from the noise textures. Other noises are then used to add detailing on for instance the edges. I can also make use of something called a weather map to determine cloud coverage, type and precipitation.

​Finally to get the realistic light scattering inside of the cloud, I made use of mathematical equations like Henyey-Greenstein and an adapted Beers law called beer-powder.

All of this was done using a combination of custom shader code and material nodes inside of Unreal Engine 4.

Galaxy knight

Galaxy knight is a 3D platformer inspired by games like Mario galaxy and Crash bandicoot. This project uses an extended version of a premade base framework made by Matthieu Delaere and Thomas Goussaert. My focus layed with post-processing shaders and the characters movement using spherical gravity. Most assets except for the character were made by myself.

Edge detection

Color grading

                                                                                          Original

                                                                                        Graded

Pixelizer

Used to get an old-school retro look for the game. Size of pixels can be changed as well.

Fur

Fur generated on the GPU, using a geometry shader. Fully written in HLSL over the timespan of 1 week.

UE4 Space station

Level created in Unreal Engine 4. Displaying material / shader knowledge, gameplay flow, lighting.

Cryo-pod room

Generator room


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