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WILL OWEN
VFX & TECHNICAL ART
Site Unseen Tools - The Camera Director
Site Unseen's most unique and visible technical feature is the multi-camera display. The very earliest prototypes of the game used...

Site Unseen Tools - The Multidimensional Selection Engine
Site Unseen is an exploration game where the player navigates up to 4 overlapping worlds at one time in order to solve a variety of...

Site Unseen Tools - Layer Manager
Site Unseen uses a series of layers to create the culling masks for each world's camera view. While this makes things easy to implement...

Innchanted Spell VFX
For Innchanted I created loads of different effects. I think my favorite are the the Wizard's spell attacks which are among the most...


An Interactive Installation for the Capitol Theater
or the Capitol Theater’s restoration and re-opening, I was asked to help design an interactive display for the wall honoring the donors...

A Dynamic 2D Sky with Scene Lighting
EDNA is designed for some particularly low-end hardware, which means we can’t do a tonne with our lighting. I still wanted to have some...

Dynamically Split Screen for WORLD4
WORLD4 2? WORLD5? WORLD4²? I’m not exactly sure what Alexander Muscat is planning to call the next iteration of his game WORLD4; but...

An Early EDNA Prototype
Early on in EDNA’s development the artistic direction was significantly more complex than it’s current state. Early concepts involved...

Cryptid Photography System – Early Prototype
I’ve been slowly working towards making a Pokemon Snap! style game, and the first step for that is being able to check if a creature is...

EDNA Procedural Island Tool
As the sole artist working on EDNA, in order to develop worlds quickly I needed to come up with some tools that would allow me to...

Plasma Ball
A quick little plasma ball created in Shadergraph.

UV Mapping Tricks
A little trick I like to use a lot to save on the need for complex animations or shaders, is to build the animations into the UV map for...

Highlighting Overlay
This is a quick method for highlighting objects in-game without the need for post-process outlining. When the player highlights an...

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