I am a Technical Artist and 3D interactive application developer based in Frankfurt, Germany.
Working in the game and entertainment industry from last 7 years and have worked on multiple interactive application such as smart cities, real-time architecture visualizations, And AR-VR applications for product visualization.
Currently, I lead a group of talented artists and technical artist at GritWorld, who work across multiple areas spanning from real-time graphics tools to smart city projects and in-house cinematic engine.
Work
Realtime Smart Cities
At Gritworld from the past two years, I am working on Smart Cities. These projects are the digital twin of the specific area or entire city. Using that recontructed area in 3D, we can visualize big data from the city in the most sophisticated manner. In real-time 3D, CIty administrations can visualize underground networks with data connected from the cloud. The models in the projects are Geolocated and the information can be streamed from GPS connected devices at the same location.
I worked as a lead for smart city projects and helped in development from Asset integration, UI, traffic simulation, effects and optimization more detailed info on the projects can be found
here
Technical demos to demonstrate features of real rendering in GritGene
Chinese Temple: First showcase of GritGene
Ruins
Project showcase Ray Tracing features of GritGene
Ghostblade
Tools
Tools that I created while working on Unreal Engine for smart city and other projects
Object Scatter Tool
Scatter plugin similar to fill tool from Landscape in UE but, avoids unwanted non-selected objects and can place objects uniformly. Uses hierarchical instanced static mesh components for optimal performance.
Weather Effect System
Drag-and-drop actor to generate weather effects such as rain and snowfall. The puddles and snow surface also gets generated automatically without changing single material in the environment.
Artist friendly settings to control the effects and active area. Started as a concept having decals and particle system to achieve the effect and later worked along with a colleague to achieve the materials and particles.