Making pretty things with code: Getting started as Technical Artist
summary
Shows concrete workflows: Unity editor tools like Greenery (Unity editor API + GPU instancing) for scattering foliage, a non‑destructive terrain sculptor using heightmap brushes, and shader recipes such as pivot baking stored in UVs to animate fractured meshes in the vertex shader and particle color‑channel driven displacement to mimic pooled goo. Mentions working on Somerville and Far Changing Tides, using RenderDoc/PIX for frame‑level debugging, and adds asset‑visualizers for vertex density and transparency overdraw to find and fix real performance bottlenecks.
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chapters (8)
- 0:00Introduction
- 3:05What is Technical Art
- 6:48Custom Editor Tools
- 9:36Optimization
- 12:58Other tasks
- 15:48Knowledge
- 18:48Creativity
- 24:18Communication
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