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Games and Technical Art| Ryan Brucks

Kite Demo - Landscape composition, lighting, materials and tree meshes by Ryan Brucks. Rock meshes by photogrammetry team. Additional detailing by Paul Mader.

Ryan Brucks

Shipped Products

  1. Worked as a Level Designer for UT 2004. Created the Deathmatch level DM-1on1-Albratross.
    Unreal Tournament 2004
  2. Worked as a Level Designer and Environment Artist on UC2. Designed numerous levels and created custom level geometry including decorative objects such as statues. Also worked on Cinematics.
    Unreal Championship 2: The Liandri Conflict
  3. Worked as a Level Designer, Environment Artist and Technical Artist on UT3. Created level shells, meshed and lit levels as well as created numerous master materials for the art team.
    Unreal Tournament 3
  4. Worked as a Environment and Technical artist on Gears of War 1. Primary focus on level meshing, lighting and materials during initial development and then a heavy focus on optimization for the single player campaign and realtime cinematics for shipping.
    Gears of War 1
  5. Worked as a Sr. Environment and Technical Artist on Gears of War 2. Primary levels of focus included: Caves, RiftWorm, SinkHole, Leviathan, Mt Kadar.
    Gears of War 2
  6. Worked as a Sr. Environment and Technical Artist of Gears of War 3. Primary levels of focus included:
    Gears of War 3
  7. Worked as a Sr. Environment and Technical Artist on Judgement.
    Gears of War Judgement
  8. Worked as Sr. Environment and Technical Artist on the Epic Zen Demo for announced at the Apple IOS Metal Conference.
    Epic Zen Demo for Ipad
  9. Worked as Sr. Technical and Environment Artist on the Kite Demo for UE4 2015 GDC. Worked on establishing overall landscape layout, lighting, terrain materials, material creation and cinematic shot layout and planning.
    Kite Demo
  10. Worked as the Sr. Technical Artist on the Bullet Train Demo showcased at the Oculus Connect in 2015.
    Bullet Train Demo
Currently Principal Technical Artist at Epic Games, worked at Epic Games for over 13 years. Started as a level designer and transitioned into environment art, technical art and even a bit of programming.

Worked on most of the Unreal Engine tech demos and Epic Games over that period.
UE4, Materials, Gears of War, Tech Art, Shaders, HLSL, Code, C++, Render Targets, Fluid Simulation, POM, Parallax Occlusion Mapping, Curved Surface Mapping, Shader Blog