Resume -
Alex Lovett
Resume as PDF:

Link: shadowood.co.uk --- Resume AlexLovett.pdf



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Hi my name is Alex Lovett, I am available to work or consult on short to long term projects. My flexibility and wide skill set allows me to jump into complex ongoing projects to fill urgent roles, fix critical problems or add an extra layer of polish in the final hour, as well as taking on entire projects from start to finish or leading larger projects hiring in as needed.

My recent focus has been crafting Virtual Reality VR and Augmented AR experiences / environments / journeys to immerse and entertain across a multitude of desktop and mobile devices / platforms.

Some of my adventures have combined procedural math based motion graphics with massive particle simulations and visual FX which have been especially compelling when mixed with the kind of immersion VR brings.

I have worked for Unity crafting tech demos from concept to finish, programming tools and interactivity to showcase new technical features for dynamic global illumination ( Enlighten )

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I work as both a creative visual designer and a pragmatic analytical programmer, this allows me to see the whole picture and to coordinate with people of varied disciplines.

I bring creative problem solving with a keen eye and attention to detail to any project. I think in terms of the end product and what needs to be wrestled with to hit milestones both in terms of performance ( especially crucial in AR/VR ) and hitting a high visual quality. This often means taking on a multitude of roles to get the job done, from programming code / shaders, modelling, texturing and animation to developing custom tools and workflows.

I enjoy throwing myself into the unknown and learning new tools and concepts to get the job done, as being well versed in a program as deep and broad as Unity is a challenge requiring constant development to stay ahead.

If you need any assistance I am available for hire and consultation, so feel free to contact me and I'll be happy to see how I can help out, thanks

Alex

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My work comissioned by Unity appeared throughout Unity’s GDC presentation and in these blog posts by Unity.

The work was designed to showcase the new realtime GI system (Enlighten)

PC: Unity Courtyard, custom design, modelling, animation, realtime GI via Enlighten:

Link: blog.unity.com --- awesome realtime gi on desktops and consoles


Loading Youtube Video: Link to Video

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PC: Work for Unity, custom environment modelling and design, realtime GI via Enlighten:

Link: blog.unity.com --- gorgeous arch viz in unity 5


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PC VR: River water depth color LUT (rainbow for test of LUT)

PC VR: River water depth color LUT (pond green)

Quest 2 VR: Custom river, fluid flow/foam, caustics, underwater fog, fake transparency for Quest 2

Fluid sim for river water flow test follows gravity and shape of mesh

PC: VR: Custom deterministic ocean shader with shore/waves/foam

Quest 2 VR: Custom ocean, caustics, underwater fog, fake transparency for Quest 2

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WebGL: Mars project, custom terrain/shader, very very large semi procedural terrain for good detail from far away and close up with differing paintable 'biomes'

WebGL: Custom terrain shader for optimised texture array blending via height

WebGL: Custom terrain, resource heatmap scan effect, ant-aliased grid lines in shader

WebGL: Construction shader effect

WebGL: Pixelated loading post effect/shader masked to new unseen areas by camera frustum

WebGL: Camera shutter post effect / shader

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Quest 2 VR/XR: VFX face made from bubbles

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Quest 2 VR: 360 Tunnel VFX

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Tree made from particles VFX

Customised procedural tree tool

Tree growth animation and attraction force:

Quest 2 VR/XR: Procedural Tree, editable with branch attractors in Unity editor in realtime.

Quest 2 VR/XR: Tree growing VFX

Quest 2 VR/XR: Character, Tree, Explosion VFX

Quest 2 VR/XR: Character to particles VFX

Quest 2 VR/XR: Apollo Swarm VFX (Boids)

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PC VR: Fake billboard reflections ( reflections in the cube and sphere are generated in the shader cheaply )

Quest 2 VR: Rotatable cube projection reflections

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iOS XR: Audio reactive Equaliser created in shader:

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iOS XR: Noise masks and wipes

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PC: Clothing sim to Alembic to Texture flipbook/binary file for stream loading on device, to VFX Particles:

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Unity editor customisation, auto resizing curve editor for timeline:

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Realtime in Unity editor Mesh extrusion from spline, multiple profiles - to VFX graph as lines:
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PC: Rough first attempt at ray marching in Amplify Shader:

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Quest 2 VR/XR: Unity Jobs / Burst Voronoi webbing effect to VFX Graph

Quest 2 VR/XR: Rippling effect:

Quest 2 VR/XR: Web:

Debug view:

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3D Vector field to VFX Graph:

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Jobs / Burst cloth simulation, addition of stiffness over length

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iOS: Configurable jelly fish with various colour/styles and optimised grab pass for refraction/blurred effect, and caustic

Quest 2 VR: Compute based blur URP:

Quest 2 VR: Simpler blur suitable for Quest VR mobile, using custom scriptable render pass for single pass instancing support:

Quest 2 VR: Caustic particles and caustic surface effects in Shader for mobile Quest VR:

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iOS: configurable swirling portal


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Quest 2 VR: UI and Control for spinning while showing floating details without obscuring product

Quest 2 VR: Distance field for stadium floor/wall effects:

Quest 2 VR: Foot impact effect:

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Quest 2 VR/XR: Boids on CPU with Burst / Jobs, send to VFX graph:

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iOS XR: Animated VFX, UI

iOS XR: Plexus effect in VFX Graph

iOS XR: Mesh surface to Plexus effect for iOS AR:

iOS XR: Lightning effect in VFX Graph

iOS XR: Mesh to particle tornado + electricity effects:

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PC: Bafta - EE - VFX / Custom anisotropic satin and crystal material:

PC: Crystal effect:

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Blending between multiple characters with various weighted effects to represent nuclear/coal/gas/solar etc - a complex problem to solve how to technically and artistically blend these properties so they remained distinct and didn't  become one giant indecipherable mush.


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PC: Custom volumetric effects ( overdraw heavy desktop only )


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League of Legends : Wild Rift - VFX:


Screen slashes:

Attack particles and impacts:

Screen hits:

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iOS: Car morph, custom GPU particles following distance field on iOS ( pre VFX graph )

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Quest 2 VR: Animated shader FX for Quest:

Quest 2 VR: UI Line VFX:

Quest 2 VR: Masking:

Quest 2 VR: One draw call GPU based particle and lines VFX:

Quest 2 VR: Procedural Swirling:

Quest 2 VR: UI Text:

Quest 2 VR: Holographic transition effect:

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PC: Volumetric Clouds:

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Hololens VR: Pre VFX Graph - GPU Compute particles forming lettering

GPU Compute Shader animation curve to compute buffer

GPU Compute Trail rendering:


Vector field test:

Skinned mesh to particles:

GPU Compute line renderer:

GPU Compute Rainbow Voxel Man:

Voxelisation on GPU:

Pre VFX Graph - Compute Shader - Voxel morph between shapes - Voxelised torus + Noise, Imposter billboard spheres, shadow casting/self shadowing

Texture mapped voxel man with imposter billboard sphere, shadow casting/self shadowing

Voxelised torus + Noise, Imposter billboard sphere, shadow casting/self shadowing:

GPU Compute Shader to voxelise and render millions of quads that look like lit spheres:

GPU Compute Shader to draw millions of trail ribbons:

Custom GPU particles - Curves on curves:

Spiragraph:

Long trails + noise:

Rainbow eddies forming:

iOS: draw mesh instanced GPU particles for large data visualisation in realtime:

Imposter sprite quads that look like 3D spheres

Custom GPU particles - Trail segments noise and point gravity

Screen / Camera space motion blur style stretching of billboards ( only camera is moving )

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Custom Volumetrics:

Color Gradient LUT:


Rotation support:

PC VR: Fog transition:

SDF Test:



PC VR: Volumetric fog/mist effects:

PC VR: Mars crack effect in vertex shader:

PC VR: Orbit Mars:

PC VR: Volumetric fire/smoke for VR:

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PC VR: Particle effects, asteroid raining down VFX

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Fake interior mapping in shader:

Large scale city:


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iOS: Multiple masks from one texture, effecting revealing of grass/building textures and animating height of buildings in vertex shader:

iOS: Shoreline / distance field waves:

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Animated time of day from multiple baked using automated baking setup in Unity:

Quest 2 VR: Automotive Unreal Engine 4 time of day baking, custom car shader, all in Quest 2 VR:

Quest 2 VR: Unity custom car paint test


Quest 2 VR: Draft of renderTexture lightmap blending with door open/closed ( door well and interior not being blended so are corrupt still ):

Quest 2 VR: Custom car paint color change test:

Quest 2 VR: Time of day test:

Unity VR time of day changing:

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Custom dual layered clear coat car paint shader:

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Circular gesture detection:

PC: Motion sensor/kinect driving GPU particles:

VFX Graph - for the kinnect reactive characters, here are all fx graphs shown together in a wonderful spaghetti soup:

PC: Gravity effect:

PC: Integrated vector field for background particles being affected by kinnect characters movement:

Vectorfield debug:

PC: Chemical Reaction:

PC: Lightning:

PC: Nuclear:

PC: Elastic:

PC: Heat accumulation from motion:

PC: Complex transitions:

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PC: Work for Unity, custom environment modelling and design, realtime GI via Enlighten:

Link: blog.unity.com --- gorgeous arch viz in unity 5


Loading Youtube Video: Link to Video


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PC: Unity Courtyard, custom design, modelling, animation, realtime GI via Enlighten:
Loading Youtube Video: Link to Video

Link: blog.unity.com --- awesome realtime gi on desktops and consoles




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PC: 3D Scan, lit in Unity:

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PC: Lighting in Unity ( mesh not mine ):

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Arch vis rendering / light baking in Unity

Loading Youtube Video: Link to Video


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Baked multiple times of day mixed with realtime lighting on large moveable props ( not using enlighten ):

Loading Youtube Video: Link to Video

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Procedural custom designed interior:

Environment design:

Environment and robot design, rendered in Unity:

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Alex Lovett
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