Off-road simulation developed on a proprietary GDE engine. I owned end-to-end environment production,
including scan-based biomes, materials/shaders (GLSL), and environmental VFX supporting gameplay readability.
Role
Technical Artist / Environment Artist
Engine
Custom GDE engine • Forward rendering • GLSL
Key highlight
All environments except the Utah biome were built using my own photogrammetry scans captured on real-world locations (Jura, Dimmuborgir, quarries).