Portfolio Raphael Horion

Technical Art

Experiments, tools and article related to Technical Art

Unreal Engine 5 is not just a performance problem, it is a UX problem

Article in wich I explain my point on view on the performance issues often linked to Unreal Engine 5

Read article on Medium.com

ShaderGraph Lighting

ShaderGraph Lighting is a github repository which contains a handful of shadergraph subgraphes to recreate a PBR lighting.

All those subgraphes are a rewrite of Unity's URP code to match the same result.

View on github.com

Decal Driven Effect System (DDES)

The decal driven effect system is a "hack" of the unity's render pipeline that we developped for our student project Lost In depiction.

This hack allow us to use the decal buffer as input for other effect like post processing or shaders.

Read the article on medium.com

Weekly challenge : Sand & Castle

VFX with physics simulation made in 2 days for the Harry Alisavakis's Technical Art weekly challenge.

Made using Unity HDRP with VFXGraph and Shadergraph.

Weekly challenge : Leaves

VFX with physics simulation made in 1 day for the Harry Alisavakis's Technical Art weekly challenge.

Made using Unity HDRP with VFXGraph and Shadergraph.

Paint Stroke FullScreen effect.

VFX Experiment for a WIP game about paint styles.

Made using Unity HDRP with VFXGraph and Shadergraph.


Projects

Projects in wich I was part of the development team.

Jack & Flo

Directed by Amaury Campion

Jack, a former lighthouse keeper in his prime, lives isolated on his cliff-island lost in the middle of the ocean. He lives a peaceful existence at the top of the island, surrounded by his house, the lighthouse and a small tree. It seems that Jack is the last human being. While fishing from the top of the cliff, he accidentally encounters a great white pelican stranded on his island. A story of friendship begins between the two, which will profoundly change Jack’s daily life.

In this project I worked on

  • Optimisation

  • Integration

  • VFX

  • Meta Quest to Pico port

Official Website

MOBILE SUIT GUNDAM: Silver Phantom

MOBILE SUIT GUNDAM: Silver Phantom is the first feature-length VR interactive film.

I had multiples roles on this project and created a lot of tools and effects. A few examples:

  • Automatic testing and live metrics analysis software.

  • Pre-baked animated shadow system.

  • Frame perfect 360 recorder (Billboard friendly).

  • Custom animations tracks (Video bufferisation, Render settings, Shader parameters

  • Custom Meta ASW implementation.

  • Unity URP rework and optimisation.

Gundamvr.com

Masters of Light

MASTERS OF LIGHT, an electrifying action adventure game where you harness unstoppable magic superpowers with HAND TRACKING

My role on Masters of Light was to create advanced technical arts effects, and to find a lot of tricks and tricks to achieve the desired visual quality while maintaining a steady 72FPS.

Meta.com

ASTRA

Astra is a mixed-reality documentary about the planets and moons that make up our solar system.

On Astra I developped tools to help the team achieve high graphics quality while keeping the performance under control. For example :

  • Metrics analysis tool to understand performance issues.

  • Render pipelines features to help with complexe perspective or composition.

Meta.com

Emperor

EMPEROR is an interactive and narrative experience in virtual reality, which invites the user to travel inside the brain of a father, suffering from aphasia.

For this project I created cloth-like VFX simulation and had the responsability to keep the performance at the required level.

Quetzal Islands

Flying game made in one week with a team of seven.

In this project, I was responsible for the creation and development of materials utilized by artists, as well as the design and implementation of lighting and environmental features, such as clouds and water.

Itch.io

About me

I discovered my passion for programming at the age of 12 through Minecraft Modding. This experience marked the beginning of a fulfilling journey in game development.

My primary focus is on creating immersive worlds and atmosphere, striving to evoke emotions in players. This has led me to specialize in the Tech Art community.

Being naturally curious, I have had the opportunity to explore various fields such as web design, sound engineering, artificial intelligence, and photogrammetry. However, my favorite subjects to work on are procedural generation and nature.

I often combine the two by creating procedurally generated terrains and natural elements. My travels have also influenced my work, exposing me to diverse cultures from around the world.

In addition to my passion for game development, I am also passionate about music. This led me to serve as an administrator for a local musical association for over five years.

During this time, I had the opportunity to meet many local artists and participate in the organization of events that drew thousands of attendees.

My extensive experience with computers has also helped me become proficient in hardware and IT-related matters. These skills have proven to be beneficial in various contexts.