Dee gordon mccrary iii
3D Generalist
Scripting and programming
3D Modeling and texturing
My 3D modeling and texturing skills are showcased in a detailed Big Hero Six movie still replica from school. Using Blender 3D for precise modeling and Substance Designer for realistic textures, I recreated a complex scene with accuracy, demonstrating both creative and technical expertise. My goal with this project, was to faithfully re-create the movie still. This project required several disciplines within the 3D realm including rigging and posing for the robotic arm and light character/organic sculpting.
Procedural textures
These works were created using procedural methods to maximize flexibility and control over the final assets. In Blender, I utilized node-based workflows to generate complex geometry and materials without relying on manual sculpting or texture painting. Procedural modifiers and shader networks allowed for dynamic variations, ensuring that each asset could be easily customized or adapted for different projects.
In Substance Designer, I developed all textures through fully procedural graphs, combining noise functions, masks, and blends to achieve both realistic and stylized surface details. This approach enables non-destructive editing and rapid iteration, essential for fine-tuning the final look while maintaining consistency across different materials.
The combination of Blender and Substance Designer proficiency exhibited here highlights my ability to produce efficient, scalable assets suitable for high-end production pipelines, demonstrating technical versatility and creative problem-solving within established industry tools.
Programming and Scripting
My proficiency in C/C++, C#, and Python enables me to effectively utilize advanced toolsets essential for game development. I have developed a solid understanding of low-level game engine architecture through creating my own engine using the SDL framework and C++. Additionally, I am experienced with several widely used game engines, including Unity, Unreal Engine 4 and 5, and Godot. Furthermore, I possess a strong familiarity with various frameworks such as SDL, Raylib, and IMGUI, which enhances my versatility in game development projects.
Industry Tools
-
Programming /scripting and API Knowledge
As a technical artist, I possess a comprehensive understanding of multiple programming languages integral to game development and 3D content creation, including C/C++, Python, and C#.
C/C++:
These languages serve as the foundation for performance-critical applications such as game engines. I utilize C++ extensively within Unreal Engine to implement optimized gameplay mechanics, custom tools, and shader programming. My proficiency includes managing memory, pointers, and low-level data structures, which is essential for manipulating complex rendering pipelines and engine APIs.Python:
I leverage Python within Blender using its Blender Python API to create custom add-ons, automate workflows, and generate procedural geometry.C#:
C# is central to game logic scripting in Unity and Godot. I use C# to build modular, reusable components and gameplay scripts. In Godot, I also apply GDScript for prototyping and scripting due to its close similarity to Python, providing flexibility in both 2D and 3D development contexts.APIs and Frameworks:
Unreal Engine C++ API and Blueprints:
I expertly combine Unreal’s C++ API with Blueprints for rapid prototyping and production-ready code. This hybrid approach allows me to optimize performance-heavy systems in C++ while enabling designers to iterate using visual scripting.Godot Scripting (GDScript, C#):
I create gameplay systems and editor plugins within Godot, using both GDScript and C# to handle node management, scene instancing, and input handling.SDL (Simple DirectMedia Layer):
I created a small, lightweight 2D game engine with SDL. I was able to produce a small point and click survival game with this tool.I have had some, although limited, experience with Raylib and Pygame for game creation.