Mayank ghosh
3D Artist, Unreal Engine Developer and Tech Artist
Unreal Engine
I am an Unreal Engine 5 developer with experience in developing games using both Forward and Deferred Rendering. I am proficient in working with the full pipeline, including Blueprint code, shader graphs, Niagara, post-processing and can integrate these systems with Blueprints.
I am very familiar with Object-Oriented Concepts and make heavy use of inheritance, interfaces and dispatchers to minimize hard references, tick based functions and ensure my code is highly scalable and easy for designers to customize using parameter; as well as making heavy use of user parameters in Niagara and parametrized Material Instances for my Technical Art.
Retro FPS Project
Animated Short Film: ORE
ORE
Made in 2022, I worked on this short film back in my high school years as my first major project of this scale. I was in charge of coordinating the creative team, managing goals and deadlines, Production, Cinematography, Direction, Character Design for the main character, Concept Art, Storyboarding World Design, modelling the main character, asset placement, authoring Niagara VFX, animation and camera work using Unreal Sequencer and CineCamera, lighting and modelling the final map in Unreal Engine.
retro fps- Project Syndicate
More clips and Images including VFX showcase and AI showcase (Drive Link).Work-in-progress personal project that draws heavy inspiration from early 2000s games combined with John Woo films, utilizing a mix of low resolution and low poly models and sharp Forward Rendered PBR shading to create a gritty, crisp visual style. Uses a custom-made Persistent Blood system based on Render-Targets, allowing for infinite blood stains from each and every particle without any overdraw and consistent memory usage.Authored a highly stylized stencil-based Post-Processing system for a low health mode. Authored all assets used in the game other than texture images and audio, including models, Niagara VFX, code, animations. No code plugins were used. Programmed custom AI enemies with different behaviours using different architectures including a dynamic fear system, as well as a helicopter bossfight.Designed the FPS gameplay mechanics including crisp movement, enemy themes, cover philosophy, gunplay, unique mechanics such as magazine explosions, incremental slow motion and a depleting Adrenaline system.





