Technical Art / VFX

Game Designer & Technical Artist

O. D.
Hustis

I work across three disciplines: building the systems, the visual effects and technical tools, and the assets, textures, and materials that bring interactive worlds to life.

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Designer.
Artist. Builder.

I'm a Game Designer and Technical Artist with a focus on systems design, procedural content, and real-time visual pipelines. I work across the full spectrum - from high-level design documentation to shader graphs and tool scripting.

My work sits at the intersection of art and engineering: I care just as much about how things work as how they look. Whether it's a combat system, a material pipeline, or a procedural generation algorithm - I like building things that are, functional, efficient, and beautiful.

Graduate of Columbia College Chicago, class of 2026. Currently available for full-time, freelance, and collaboration.

Systems Design
Unreal Engine 5
Unity 6
Shader / VFX
Procedural Generation
Substance Painter / Marmoset
C# / C++ / Python
Houdini / Nuke
Level Design
Maya / ZBrush / Blender

Breakdowns

Deep dives into the systems, shaders, and pipelines behind the work.

01

Scanner Overlay VFX

A multi-layered screen effect for FrostBound built in Shader Graph, driven by a decoupled C# state machine via MaterialPropertyBlock.

Unity 6 Shader Graph C#

02

PSX
RenderTexture

A non-destructive PSX-era pixelation effect for FrostBound, built using Unity's RenderTexture system. Configurable resolution scaling from 320×180 to 960×540, with no changes to the project's asset pipeline or shaders.

Unity 6 RenderTexture C#

03

Breakdown Coming Soon

[ Breakdown Coming Soon ]

Systems C#

How I Work

From a raw idea to a finished, documented system.

01 - Research

Reference & Ideation

Gathering references, playing comps, identifying what makes the target experience tick. I document everything in a design wiki from day one.

02 - Prototype

Rapid Iteration

Greybox first. Get the feel right before investing in art. Fast feedback loops - short sprints, playtests, honest notes.

03 - Develop

Build & Polish

Once the design is locked, technical art passes begin. Materials, lighting, VFX, and optimization - all documented as I go.

04 - Document

Share the Work

Every system and pipeline gets written up - design docs, tech art breakdowns, annotated shader graphs. The work isn't done until it's documented.

Let's
make
something.