Sunday, March 1, 2015

GDC 2015

It's finally here, GDC! I look forward to the conference each year and I have got a feeling this year will be a big one!

After seeing a session about Forza last year, I was inspired to create a complex car paint shader. I always learn a great deal about the industry.

I will be spending as much time as I can speaking with team members from Epic. UE4 has been amazing to use over the past year and I am looking forward to what they might have coming next. 

Before leaving for San Francisco, I put together a short sequence to use for experimenting with DirectX12 (Microsoft is letting devs get a taste) and I thought I would share the video will you all!

Its nearly identical to the original CB750 showcase, with a few extra improvements. Just a sneak peak at more to come!

Friday, February 13, 2015

Marketplace Release

After nearly a year of development, my car paint materials are finally available on the Unreal 4 Marketplace! I feel lucky to be a part of the Marketplace, so early on. I'm really excited to see what developers will come up with, using the system. 

The documentation is being finalized this weekend. Those who have bought the shaders will be able to follow along with a tutorial series which will highlight features, tools, and optimization techniques. 

The shaders reflect the level of quality which Cafe Races is striving to achieve in every facet of visuals. During the next few months of development, I would like to give another push for a top quality vertical slice. 

Originally the idea was to release a playable demo for download. A much shorter vertical slice is my new target. Focus on quality over quantity. 

If you are interested in working on Cafe Races, send me an email ( I'm always looking for gear head talent to join the project.