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NateSavage/README.md

Videogame Technical Artist

Technical Artist - "Not quite good enough to be an artist, not quite good enough to be a programmer."
~ Keith Guerrette, former lead visual effects artist at Naughty Dog, creator of the Realtime VFX forum


Procedural generation made me fall in love with programming. I have an art degree. I've been paid to write game AI frameworks, gameplay code, tools and tech art. As an environment artist and 3D generalist. To create tools for the US Air Force Research Laboratory at Wright-Patterson. As a lab tech cleaning datasets for training nueral networks.

Right now I'm very interested in...

  • Nix/NixOS, a functional language, a package manager, maybe the build system to end all build systems.
  • Offloading more game development work to a cluster so I can unchain myself from my desk
  • Writing procedural a modeling tool based on signed distance fields.



Language usage chart doesn't seem to track shading languages, in order of preference I have written..

  • GLSL
  • HLSL
  • CG
  • Shaderlab (an abomination combining both CG and HLSL)

Open Source Repositories:



Contact:


Popular repositories Loading

  1. nix nix Public

    My personal NixOS configurations.

    Nix 1

  2. github-readme-stats github-readme-stats Public

    Forked from anuraghazra/github-readme-stats

    JavaScript

  3. RadicalEcho RadicalEcho Public

    Forked from whiterabb17/RadicalEcho

    Onion web crawler

    C#

  4. dnSpy-Dark-Plus-Theme dnSpy-Dark-Plus-Theme Public

    Something close to VS Code's default theme for dnSpy.

  5. REE.PAK.Tool REE.PAK.Tool Public

    Forked from Ekey/REE.PAK.Tool

    Tools for extract and repack PAK archives from games based on RE ENGINE

    C#

  6. Portfolio Portfolio Public

    TypeScript