Game Designer & Technical Artist

O. D.
Hustis

I design game systems, craft technical art pipelines, and build the behind-the-scenes tools that bring interactive worlds to life.

View Work
Scroll

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

Selected Projects

Games, prototypes, and experiments - from concept to complete.

FrostBound Design 1
FrostBound Design 2
FrostBound Design 3

Game & Systems Design / Unity 6

FrostBound

Was the primary Game Designer, and Game Producer. Worked with artists and programmers to develop a bureaucracy-simulator game inspired by games like Papers, Please, and No, I'm not a Human.

Unity 6 Game Design Systems Design
FrostBound VFX 1
FrostBound VFX 2

Technical Art & VFX / Unity

FrostBound

Was the primary visual effects and technical artist. Created several visual effects like snow fall, fog, fire, and an x-ray-like sci-fi medical scanner effect.

Unity 6 VFX Graph Shader Graph
FrostBound UX/UI 1
FrostBound UX/UI 2

UX/UI / Unity 6

FrostBound

Designed and programmed custom dialogue system using YarnSpinner. Designed, and architeced a diagnosis tool to assist the player in diagnosing an NPC's illness.

C# User Interface Systems Design
[ Screenshot 1 ]
[ Screenshot 2 ]
[ Screenshot 3 ]

Game & System Design

Aqua-Deco

Short description of the project - what it is, what my role was, and what makes it interesting. 2-3 sentences max.

Game Design System Design C#

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.

Shader Graph C#

02

Breakdown Title Here

What technical problem did I solve? What approach did you take? This is where I show the thinking behind the work - node graphs, code snippets, profiling results.

Procedural Houdini

03

Breakdown Title Here

What technical problem did I solve? What approach did I take? This is where I show the thinking behind the work - node graphs, code snippets, profiling results.

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.