#UnrealEngine Supervisor / Feature Visual Effects at ModelFarm, worked Mill Film, Mr.X & RSP in Light, Model & lookdev He / Him, opinions are my own

Adelaide Australia
Joined June 2008
Finally got around to updating my #UnrealEngine reel! So here it is my 2025 Unreal Engine Showreel, The full length in 4k is avaliable here: piped.video/watch?v=RZ5ox7r8… #UE5 #GameDev #Cinematic #TechArt #FX #VFX #EnvironmentArt #Lighting #LookDev
from large scale Blockbusters to Immersive Group Experiences and now also have two fairly successful UnrealFest talks under my belt. Open to Roles in Games, Visual Effects, Cinematics and such as well as Tech Demos.
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I'm someone who absolutley loves pushing the limit of what's possible visually in both real-time rendering as well as offline rendering with experience on over 20 feature films, series and more, ...
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Still looking for a new job! I'm a Tech Artist who loves pushing visuals, 13 years of #UnrealEngine, Tech Art, Lighting, Lookdev, Env, Cinematics, HLSL, BP, PCG, Niagara, Python as well as Houdini, Substance & Traditional VFX. Avaliable mid Dec #GameDev #VFX #FX #GameArt
Rewrite of Lens Glint Rings now implemented for the modular layered approach, here's me playing around with 3 layers of Glint Rings with 2 layers of Glints. #UE5 #UnrealEngine #GameDev #TechArt #Cinematography
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My plan is to make it so you can also have not just additive layers but multiplier layers as well, which will enable some interesting and more complex flares, especially with Lens Ghosts and Glint Rings.
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Started initial work on Cinematic Lens Flares v5, beginning with a rewrite of the system to make it possible to layer multiples of the same type of effect with different settings! Here for example with 3 layers of Lens Glints :) #GameDev #UnrealEngine #UE5 #Cinematic
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Dylan Browne retweeted
Still looking for a new job! I'm a Tech Artist / Generalist who loves pushing visuals, 13 years of #UnrealEngine, Tech Art, Lighting, Lookdev, Env, Cinematics, HLSL, BP, PCG, Niagara, Python as well as a Houdini & Substance Avaliable mid Dec #GameDev #VFX #FX #GameArt
While I'm most known now for my Unreal Engine chops, I'm also fairly seasoned in traditional Feature VFX, so here is my long overdue Feature VFX Reel Update! As stated before, I'm avaliable from mid Dec! #VFX #VisualEffects
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I also do consultations / small jobs from time to time, hit me up if you would like to work with me!
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Dylan Browne retweeted
New in UE5-Main this week, Lumen Irradiance Cache, a probe based lumen mode for lower end devices (its super early!) , compared here with default Hardware Lumen, less occlusion detail & reflections loose out a bit but leagues better than no lumen! #UnrealEngine #UE5 #GameDev
Oddly if you go to the commits url for said repos it works fine , but because of this i cannot update my fork to the latest ue5-main from which it is based on.
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So for the last day or two i cannot access any Unreal Engine github repo page, even repos forked from Unreal Engine are all showing this @github @UnrealEngine
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Dylan Browne retweeted
Crashowary, my entry for this years #Megajam is now live on itch! Its a Crash-Like, but you are a Cassowary! Using some of the latest #UnrealEngine tech, Nanite Foliage, Megalights etc. Go give it a try! dylserx.itch.io/crashowary #GameDev #Houdini
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Day 8 #Megajam progress, It's a game! , looking forward to putting some finishing polish & some optimization on it in the morning before making it live! #UE5 #UnrealEngine #GameDev #IndieDev #Houdini #Crashowary
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Day 7 #Megajam Progress Starting to polish areas up now, was unhappy with the detail on tops of the cliff pieces so I've jazzed them up a bit! Working on some traps too! #UE5 #UnrealEngine #GameDev #Houdini
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