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Denis Dvorkovyy - HKU Tech Artist

Absolutely in love with making graphical effects and tools that help make graphical effects. I study Game Development at HKU where I learn and develop myself.

PROJECT

They are in the thousands

They are in the thousands is a small game I made to see how far I can go with making almost fully GPU sided. The terrain carving, physics, enemy ai and the weapon VFX all run on the GPU using a combination of compute shaders/ shadergraph/ vfx graph.

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Exarion

Exarion is an alpha map creation tool to easily create highly versatile alpha maps. The tool has a drawing space and a timeline where you can manage your brush strokes. Below is a video showcasing how the tool works

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Mesh traversing

A simple floodfill effect running on compute shaders using a pre baked buffer containing all the neighbouring triangle data. The effect uses custom structs in the vertex buffer so that I can read the data in shadergraph using uv nodes.

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Triangle explosion

My first adventure with compute shaders without using tutorials. I thought it would be cool if every single triangle of a mesh has its own logic. In I made a sort of advanced displacement shader where you can move the mesh and the affected triangles won't move with it. I showcase this in the video below.

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GPU Instancing and vertex position textures

I made a simple tool in unity that converts animations to textures by storing the vertex data in a texture using compute shaders. With those textures I can play animations very efficiently over many models.

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UV Painting integrated with the VFX graph

This effect was made for a game where you needed to clean up the world. So I made this effect where blobs of oil would "taint" the objects and you could clean them up.

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Shell texturing for fur/hair

I used shell texturing to create the fur effect. For the motion I compare each vertex's position to it's previous position to get the velocity. I then sample the velocity in the material shader to offset each hair strand.

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Custom mesh Sci-Fi shield

I wanted to create nice looking Sci-Fi shields that work on any mesh. For this effect I created a small custom tool that clumps all neighbouring triangles together. I then use that information to display the clumped triangles in a nice way using a geometry shader and a compute shader.

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