Examples of my work on Dark Void including: asset and production management of all scenes, acting environment lead, all scene lighting, particle effects, scene layout, technical shaders (waterfall, The Void), atmosphere effects.
Examples of realtime, in-game effects I did for Crimson Skies including; all particle effects, explosions, smoke, damage debris (modeling and texturing), screen based effects (water droplets on screen) and particle based cloud generation. I helped develop the "cloud tool" which gave us the ability to generate very believable clouds while still being perforamnce oriented.
This video gives a good overview of a finished environment that was put together for a demo before I left Airtight. Not only did I manage a (very talented) team of artists and over see the production (all geometry, textures and visual fx) but I also did all of the lighting, scene layout and atmospheric effects (such as the "god rays", void shader, blowing sand and skydome).
This was a test for a water fall in the game. I was responsible for: scene lay out, lighting, all particle effects, land geometry and most importantly, the multiple shaders needed to create the water fall. All using UE3.