
Worked on the Rabies repository to enhance visual fidelity and asset consistency in Unreal Engine projects. Developed and integrated a Fresnel shader across characters, enemies, items, and environments, standardizing material shading and improving surface reflections for more realistic in-game visuals. Led a look development pass to unify shader usage throughout the asset pipeline, streamlining future asset integration. In a subsequent update, improved texture quality and addressed snow roughness issues, contributing to more immersive environments and reducing asset-related QA defects. Demonstrated skills in asset integration, material shading, and asset management, with a focus on Unreal Engine asset workflows and shader programming.
December 2024 — Rabies (gregory-code/Rabies): Delivered visual texture and asset quality improvements across enemy and environment visuals. Fixed snow roughness and updated textures to enhance fidelity and consistency. The work reduced asset-related QA defects and supports a more immersive player experience.
December 2024 — Rabies (gregory-code/Rabies): Delivered visual texture and asset quality improvements across enemy and environment visuals. Fixed snow roughness and updated textures to enhance fidelity and consistency. The work reduced asset-related QA defects and supports a more immersive player experience.
November 2024 monthly summary for gregory-code/Rabies: Delivered a Fresnel shader across in-game asset categories (characters, enemies, items, environments) to achieve more realistic surface reflections and enhanced visual fidelity. Implemented a look development pass to standardize shader usage across the asset pipeline and prepared delivery notes for future asset integrations. No major bugs fixed this month; validation focused on visual consistency and compatibility across assets. Business value: higher visual quality reduces art iteration cycles and strengthens first impressions in marketing and gameplay. Technologies/skills demonstrated include shader programming (Fresnel-based shading), material authoring, look development pipelines, and cross-asset integration.
November 2024 monthly summary for gregory-code/Rabies: Delivered a Fresnel shader across in-game asset categories (characters, enemies, items, environments) to achieve more realistic surface reflections and enhanced visual fidelity. Implemented a look development pass to standardize shader usage across the asset pipeline and prepared delivery notes for future asset integrations. No major bugs fixed this month; validation focused on visual consistency and compatibility across assets. Business value: higher visual quality reduces art iteration cycles and strengthens first impressions in marketing and gameplay. Technologies/skills demonstrated include shader programming (Fresnel-based shading), material authoring, look development pipelines, and cross-asset integration.

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