Samba Safety - Unreal Engine

Truck driving through a north Canadian highway. I worked on the overall environment as well as the procedural landscape tools, plus as the sky/weather system

Mountain highway environment I assembled. I created the procedural road, foliage, and cliffside rock tools. They are all based on the landscape spline, allowing things like foliage automatically being cleared around the road

Mountain highway environment I assembled. I created the procedural road, foliage, and cliffside rock tools. They are all based on the landscape spline, allowing things like foliage automatically being cleared around the road

Demo of the procedural night sky tool I created. Elevation/azimuth is fully controllable and linked to the same controls for the sun, so you just set sun elevation. Moon phase is controllable as well

Demo of the procedural night sky tool I created. Elevation/azimuth is fully controllable and linked to the same controls for the sun, so you just set sun elevation. Moon phase is controllable as well

Example of using Unreal's decal system to provide in-world graphics. Here a blue line represents crossing a Canadian provincial border.

Example of using Unreal's decal system to provide in-world graphics. Here a blue line represents crossing a Canadian provincial border.

A steaming hot truck lot. I laid out the environment (and modeled some of the building modules), and created the heat shimmer FX and pavement shader

A character working with truck landing gear, I worked on layout and textures. This also showcases my night lighting tools, including the dock lights coming on automatically when the sun goes down

A character working with truck landing gear, I worked on layout and textures. This also showcases my night lighting tools, including the dock lights coming on automatically when the sun goes down

To help with highlighting subjects, I created a tool that will cel-shade objects flagged with custom depth/stencil, while simultaneously fading out other objects

To help with highlighting subjects, I created a tool that will cel-shade objects flagged with custom depth/stencil, while simultaneously fading out other objects

At the day job, we spent a lot of time in late 2024/early 2025 porting our pipeline over to Unreal engine! This was a mammoth task that involved learning to how to import and format assets, create vehicle rigs, structure a project, setup Perforce, and more! Really grateful to my team for the opportunity to learn of all this, it was a monster of a project!

Date
September 16, 2025