Felix Westin's Website
Hi there!
In 2022, I joined the team at Pugstorm as Lead Render Programmer to work on Core Keeper. I am responsible for all things related to rendering and GPU performance and also work on effects and other various things.
In 2021, I was hired by 10 Chambers to help bring GTFO out of early access, and for my duration there I worked on the game as its main Render Programmer. As such I was responsible for all things shader related, and I also worked with gameplay systems every now and then. I also did research and built prototypes for future projects.
UHAWK is my virtual reality air combat game I work on now and then. Currently I am on a bit of a break from the project to focus on other things.
I had the pleasure of working as a contractor for the snowboarding game Shredders. I redesigned the render pipeline to support a multitude of snow-related effects and worked on various lighting and shader stuff.
I also designed and implemented the atmospheric system, volumetric clouds and volumetric fog.
OverCloud was my volumetric sky and lighting plugin for Unity. It is no longer available, but I've left the website up for posterity. You can also visit the Unity forum thread.
If you'd like to get in contact with me directly, you can do so at fewes17@gmail.com.
My name is Felix Westin. I'm a Swede making games and graphics since 2010.
Currently I am employed by Pugstorm as Lead Render Programmer.
Below is a list of things I've worked on that I am proud of enough to display on a website.
Projects
In 2022, I joined the team at Pugstorm as Lead Render Programmer to work on Core Keeper. I am responsible for all things related to rendering and GPU performance and also work on effects and other various things.
In 2021, I was hired by 10 Chambers to help bring GTFO out of early access, and for my duration there I worked on the game as its main Render Programmer. As such I was responsible for all things shader related, and I also worked with gameplay systems every now and then. I also did research and built prototypes for future projects.
UHAWK is my virtual reality air combat game I work on now and then. Currently I am on a bit of a break from the project to focus on other things.
I had the pleasure of working as a contractor for the snowboarding game Shredders. I redesigned the render pipeline to support a multitude of snow-related effects and worked on various lighting and shader stuff.
I also designed and implemented the atmospheric system, volumetric clouds and volumetric fog.
OverCloud was my volumetric sky and lighting plugin for Unity. It is no longer available, but I've left the website up for posterity. You can also visit the Unity forum thread.
Open source stuff
Capsule Occlusion
A Unity package implementing capsule/character occlusion as seen in The Last Of Us, Shadow Warrior 2 and others. It is mainly intended to be used in forward rendering pipelines with MSAA (where SSAO is not viable).Fast Atmosphere
Shader toy showcasing a fast, approximate atmospheric scattering function I developed to use as a drop-in solution for cheap sky/fog rendering.Vertex Color Baker
A model import processor for Unity that bakes ambient occlusion and curvature information into vertex colors.Minimal Atmosphere
A minimal atmospheric scattering implementation for Unity that aims to be easy to understand and use as a platform for further work.Baker Boy
A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity. The successor to BNAO.Terrain Prettifier
A small GPU-based component designed to aid in cleaning and refining satellite/DEM based terrains directly inside Unity.Mesh Decal
A simple mesh decal component for Unity, based on the algorithm described by David Rosen.BNAO
A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity. Succeeded by BakerBoy.Volumetric Tracer
A custom shader for Unity which renders cheap volumetric tracers.Cloud Noise Gen
A static utility class for Unity which handles generating and loading periodic, cloud-like (perlin-worley) 3D noise textures on the GPU.SDFGI
A Monte Carlo path tracer implemented on the GPU in Unity, using Signed Distance Fields.
Contact
If you'd like to get in contact with me directly, you can do so at fewes17@gmail.com.