USC MFA · Technical Artist
Cemented Dreams

What I did
- Created animated material and particle-effect studies, with gameplay and environment tests.
- Developed the weather manager with Unreal C++ and Blueprints for Cemented Dreams.
- Coordinated weather presets, fog, rain, and time-of-day controls.
- Integrated Niagara rain and exposed controls for iteration.
Unreal Engine · Materials · VFX · C++ · Blueprint · Niagara
01 / EFFECTS SHOWCASE
Materials, particles & energy
Selected development recordings show the effects in motion, from material studies to gameplay and interior tests. Choose a category, then open a clip to explore my work.
02 / DEVELOPMENT PROCESS
Prototype archive
Five supporting studies preserve the early blockout, noise tests, and particle variations. Similar experiments are grouped here so the main gallery stays focused.
Explore the early prototypes · 5 studies
03 / WEATHER SYSTEM
Data-Driven Weather System
A reusable Unreal Engine weather manager built with C++ and Blueprints. Data-table presets coordinate rain, wetness, fog, clouds, sky light, post-processing, and time-of-day behavior through a clean, designer-friendly interface.
These two screenshots show contrasting sky appearances in the weather test scene. Open either image to inspect the full editor capture.
Weather controls & implementation evidence
Curve-driven time of day

Selectable weather types

Artist-facing weather parameters

Technical breakdown
Architecture
A C++ manager owns time and weather state while Blueprints expose iteration-friendly controls to artists and designers.
Content
Presets include multiple rain and fog variants with coordinated lighting, tint, wetness, and atmosphere values.
Production
Developed for Cemented Dreams, then extended as a modular personal portfolio system.

