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RODRIGO VIEIRA

SENIOR Technical Artist

About me
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Hi! I'm Rodrigo!

I combine art and code to deliver incredible visuals for games!
I'm a Technical Artist with project management and engineering background that absolutely loves how games can change people's lives. I'm a Problem-Solver who crafts art and tools through code, always with gameplay and player experience in mind. 

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Games Portfolio

Games Portfolio

Unannounced project 
from

I'm a Senior Technical Artist at Eidos Montreal, working on an unannounced project. My responsibilities include the development of Procedural Tools to create game environments and levels, code shaders and materials, and providing technical art support to the UI/UX team.

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I worked at Sprung Studios for two years, the world's most established and premium development partner for UX/UI Design in games. At Sprung, I had the opportunity of being part of the following projects as a technical artist:

Unannounced project 
from Amazon Games

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Persona Projects

Personal Projects

WATER SHADER

Stylized water shader/material developed inside Unreal Engine.

 

HLSL PONG SHADER

Pong game developed using only HLSL language inside Unreal.
All the game logic was created inside the shader. In other words, this is a material that plays Pong by itself.

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Afloat

A third-person action game, featuring a blend of hand-crafted and Houdini procedural assets, where you play as a robot who must keep an ancient city in the clouds powered long enough to survive an encroaching storm.

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Oh Well

A 2D platform game, where you play as a frog trying to escape from a well that is about to be flooded. His arsenal is a sword and his tongue.

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Urplace

A stylish, completely black and white, platform game mixing 2D and 3D assets, where you experience the journey of a young lady trying to find her home.

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Urplace

A stylish, completely black and white, platform game mixing 2D and 3D assets, where you experience the journey of a young lady trying to find her home

Procedural Tools

Procedural Tools

Procedural Rocks, volumetric clouds and seaweeds gENERATORS

Rocks, volumetric clouds and seaweed generator tools that I developed for the game Afloat. I'm combining art and code to provide procedural solutions using Houdini inside Unity, improving the visuals of our game with some amazing procedurally generated assets.

Procedural BUILDINGS GENERATOR

Procedural building tool that I developed for the game Afloat. The tool was created inside Houdini and it's ready to be implemented on game engines. The designer just needs to draw a curve to determine the shape of the building, and the rest is procedurally generated by playing around with the exposed parameters of the tool.
VFX

VFX

Project: afloAt 

iNTRO CINEMATIC

Portal shader and particles
smoke trails
Smoke IMPACT
additional smoke STREAMS AND EFFECTS

Final CINEMATIC

Antennas glowing orbs
Laser beams
Sky Explosion

Environment and Main character

Air trails and thrusters
Waterfalls and Rain
Energy flow
Birds flocking

FISHES

Flowing energy 
Fish explosion 
Dissolve Shader

Project: club goblin

eNVIRONMENT AND ITEMS

Nightclub lights
Dry ice smoke
Potions breaking

Project: URPLACE

ambience

fog
fireflies

Fire

Fire particles
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