Procedural generation
Terrain from noise and tile sets, and animation that evolves on its own.
Hello, I'm
Game developer since 1995. Technical artist, animator and programmer, working where art, code and games meet.
I'm a technical artist and programmer, and I've been making games since 1995. Along the way I've worked as an animator, modeler, tools programmer and gameplay programmer, building prototypes in Unity and C#. My roots are in drawing and 3D art, and I've always been drawn to the technical side of making images move.
Terrain from noise and tile sets, and animation that evolves on its own.
Using game mechanics to change real-world behavior and train people for hard situations.
Ray tracing from scratch, RenderMan shaders and HDR lighting.
Figure and portrait drawing, where it all started.
Selected prototypes and experiments. The original web builds used the long-retired Unity Web Player, so videos are linked where available.

A procedural terrain prototype that generates an endless road from noise and a 3D tile set.

Two prototypes of interactive game elements meant to change player behavior in the real world, focused on graffiti.

A game that simulates the stress of a student-teacher conference for pre-service teachers. Answer every student while keeping control of the classroom.

An experiment with Unity's ragdoll system, driven by buttons in the web page around the game.

An evolutionary system for walk cycles. Ten bots with random movements learn to walk over generations of beneficial mutations.

Written from the ground up, with OpenGL used only for display. Textures, reflections, anti-aliasing, area lights and shadows, and depth of field.

SLIM shaders for car paint and shadows, lit with HDR lighting captured on location with a light probe.

Organic and hard-surface models for video games.
A few pieces I drew in 2000 while taking part-time classes at the Art Institute of California in San Francisco.
The best way to reach me is by email.
scott@sfoust.net