SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 16

Ashton Maltie IV Art Creation « Technical Material Creation in Unreal Engine 4 My thesis aimed to capitalize on the Two semesters later, I have a nifty little creation in games by presenting a vignette materials. I became familiar with the advancement of the texture and material of an ocean scene that utilizes high- quality textures and materials within Epic’s Unreal Engine. I was inherently curious as to how much I could do with Unreal’s Material Editor, which is an abstract way of writing shaders for materials. Influenced by games like Assassin’s Creed IV: Black Flag, I wanted to create realistically moving water with a twist: I wanted to vertex paint more details onto the surface. That twist developed further by also adding custom vertex painting to other materials to create effects like wind and rain puddles. 16 ART CREATION scene full of technical, customizable Material Editor and gained a lot of knowledge of the nodes and what they do. I learned a good bit about exterior lighting and overall using Unreal Engine 4. I also got some valuable experience with profiling and benchmarking performance of art assets in games, which is something I feel game companies will always need to balance, no matter how advanced technology gets.