Dan Lord - Technical Artist

Specializing in shader development, pipeline automation, and procedural environment tools.

Dan Lord

I have a passion for solving complex visual problems with efficient, scalable shaders and code. With a background in Game Development and a Degree in Games Art, I thrive in the intersection where creativity meets logic.

Currently, I'm focused on Virtual Reality and real-time rendering optimizations for low end hardware.

With years of experience in the games industry and skills in a variety of disciplines, I am happy to take on any challenge to improve workflows and make better games.

Shaders, Tools & VFX

[Project Preview Image]

Dynamic Weather System

HLSL / Unreal Engine 5

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[6-Way Lighting Texture]

6-Point Lighting Shader

Unity / Shader Graph / HLSL

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[Tool Interface]

Texture Array Generator

Unity / C# / Optimization

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[Performance Profiler]

Unity Optimization

Profiling / Batching / Culling

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[Distance Gizmos]

Distance Based Light Culling

Unity / Tools / Performance

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[Flow Map Visual]

Water Flow Shader

Shader Graph / Flow Maps

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[Volumetric Shafts]

Particle Light Shafts

VFX Graph / Mobile / VR

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3D Art & Environments

[Desert Eagle Render]

Homefront Desert Eagle

Hard Surface / Texturing / 3D Asset

View Interactive Model

Technical Skills

The software and languages I use to build immersive worlds.

Game Engines

U

Unreal Engine 5

Expert

Blueprints, PCG, Materials, Niagara

Unity

Advanced

C#, Shader Graph, VFX Graph

Content Creation

S

Substance Designer

Expert

Procedural Materials, complex masking

SP

Substance Painter

Expert

Texturing, Baking, Smart Materials

Ps

Photoshop

Expert

Texture Editing, UI Design

B

Blender

Advanced

Modeling, Geometry Nodes, Python API

3ds

3ds Max

Advanced

Modeling, MaxScript, Pipeline

H

Houdini

Intermediate

HDA creation for Unreal, Terrain

Languages & Debugging

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HLSL / GLSL

Graphics

py

Python

Pipeline

RenderDoc

Profiling

Git / P4

VCS