Electrical Ground Projectile made for Lightning character.
https://vimeo.com/manage/videos/1177844856
- Visual Effects Artist
Hello, I’m a person who loves to smile and immerse players via visual storytelling that brings players back into the game.
Hello, I’m a person who loves to smile and immerse players via visual storytelling that brings players back into the game.
I am a VFX Artist with over 10 years of experience delivering high-quality visual effects for AAA franchises including Star Wars and Call of Duty. Specializing in Action RPG gameplay, I have a proven track record of building efficient pipelines that resolve engineering bottlenecks and streamline asset approvals. I combine artistic craft in Unity, Maya, and EmberGen with a technical focus on performance profiling and source control via Perforce. I am a dedicated collaborator who thrives on owning features from simulation to in-game implementation, ensuring visual fidelity meets strict optimization budgets.
Playing games, conjuring about making games, and collaborating on games is what inspires me. I Heart Game!
Electrical Ground Projectile made for Lightning character.
https://vimeo.com/manage/videos/1177844856
Optimized high-intensity combat VFX for PS5 and Xbox Series X by identifying GPU hiccups and overdraw within the proprietary Comet engine, resulting in a locked 60 FPS while maintaining AAA visual fidelity for the Black Ops 07 launch. Streamlined cross-studio asset integration by managing complex branch merges and asset dependencies in Perforce, reducing downtime for external development partners. Resolved technical bottlenecks in the particle pipeline by collaborating with engineering to re-factor legacy emitters, successfully decreasing GPU overhead across multi-platform environments.
Architected end-to-end VFX creation pipeline in Unity to remove engineering bottlenecks, reducing animation-to-VFX approval cycle and accelerating delivery of gameplay-critical effects. Established a standardized performance profiling workflow using Unity Profiler and Frame Debugger to identify GPU spikes in complex shaders; refactored heavy particle systems to maintain AAA visuals on target hardware. Integrated high-end simulations in Unity using EmberGen for fluids and pyro sims and Maya for custom VFX geometry, delivering vibrant melee feedback and clear status effects for the Ungodly combat system. Served as a technical bridge between Art and Engineering to document new workflows and reduce onboarding time for junior artists.
Collaborated on re-engineering the cross-department VFX/SFX pipeline to meet rigour Lucasfilm brand standards; front-loaded the approval process, reducing external review meetings by 60%. Translated complex RPG mechanics into high-readability visual language to support character abilities within mobile performance budgets and draw-call limits. Architected modular VFX libraries and prefabs in Unity to support rapid content cadence; implemented texture compression and asset management to maintain visual fidelity across diverse mobile hardware.
Post a job and invite Caleb, or contact them directly. No hidden commission.