007 First Light

I worked at IO Interactive as a Technical Artist on 007: First Light. Here are some of my contributions to the game. Enjoy!

Master Spark GPU Particles

GPU-based spark particle system with optimized shaders, high customizability, and AAA-level visual fidelity. Built for easy implementation and artist friendly workflows using structured parameters for maximum control.

Bullet Impacts

I was tasked with creating the final release quality visual look and feel for bullet impacts on NPCs, working closely with art direction. Improved shaders to make the effects appear consistent across a different range of lighting conditions and levels.

Water Interaction

Global water interaction system for NPCs and physics objects. Designed and implemented the core gameplay logic and VFX. Working closely with physics programmers and sound designers.

The system supports interactions with all water bodies in the game. Splash and impact effects are dynamically scaling based on an object's velocity upon entering the water.

Screen Shaders

Custom shaders for in-game screens. Working from concept art and implementing functionality for dynamic and moving elements, making the levels feel more alive.

Tactical Simulation Hub

Provided Tech Art support for the Tactical Simulation hub. Setting up logic for the hub flow, including mission transitions, animations, lighting, and moving elements. Supported environment and lighting artists with technical implementation and integration

Mountain Shaders

Supported art direction and environment artists by developing shaders for backdrop mountains. Functionality including terrain blending and snow masking. Focused on optimization and artist friendly workflows.

Many of these features were built through iterative collaboration on shared work. I would like to extend my thanks and credit to my Tech Art colleagues at IO Interactive.

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Vertex Animation Shader