Overview
Built as part of a highly parameterized stylized shading plugin (custom BRDF, edge breakup, texture-based shading, outlines).
Implements per-object rim lights controlled via Blueprint actors and material functions, plus LAB-space banded reflections for toon-like specular.
Used on a production animated project with strict lookdev targets and art direction feedback loops.
My Role
Technical Artist responsible for designing and implementing rim light and stylized reflection features in the shared plugin
Translated paintover visual targets into shader logic and artist-friendly controls exposed through Blueprints and materials.
Collaborated with art, lighting, and engineering to integrate with existing NPR shading and maintain engine performance.