James ÅkessonTechnical Artist

Technical Artist · Umeå, Sweden

James Åkesson

I make weird stuff with unconventional methods.

Real-time shaders in Unreal Engine and HLSL, characters sculpted in Blender, and tools that give artists their time back. This page is drawn live by a shader that re-creates four of them.

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01 · Wind

Grass that knows where you're going

Every blade and gust here answers to one direction vector, with speed and gust rate exposed as parameters. In the game, the wind also turned toward the objective when players strayed from the path.

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02 · Displacement

Ground that gives way

Vertex offset looks flat until something stands on it. The ground under your cursor sinks and rims, the way it did under the player's feet in Unreal.

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03 · Rarity

Things light up when you get close

Items were hard to tell apart from the world, so they glow in their rarity colour as the player approaches. Bring the cursor near the pickups.

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04 · Ink

Line art drawn from the buffers

No inverted hulls and no hand-placed lines: depth, normals and colour differences decide where the ink goes, scaled by distance, then shaded by a gradient instead of lights. Keep scrolling to watch it build up.

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Selected work

Shaders, characters and tools

All work, including the sketches

James Åkesson in a fur-lined hat and blue fleece, lying in bright snow and squinting at the sun

About

Shaders, sculpts and small tools

I'm James, a technical artist from Umeå in northern Sweden. I work where art meets code: Unreal materials and HLSL, characters in Blender and Substance, and tools that hand time back to artists. Outside of work I'm usually outdoors, which is where the strangest ideas on this site came from.

More about me

Contact

Working on something that needs a technical artist? Say hello.

Umeå, Sweden