This is the blog of Kurt Loeffler, the super awesome programmer/artist. Here you can find some of the many amazing and wonderful things he has made. In fact he even made me! I guess you could think of him as a god... You can interact with my family playing on the grass above, but be careful not to drop them!

If you would like to contact Kurt for any reason, such as a job offer, or a date (if you are a tiny emo girl), then you can email him at kurtloeffler at gmail.com!

Oh and be sure to check out his old outdated art portfolio too!
KeenLevelDesign.com


Here is my implementation of Light Propagation Volumes in Unity.




Almost done with the cutscene editor. Just a few more features to add. I switched from using my own animation data to using Unity's built in AnimationCurve class.



I have been working on a cutscene editor for Unity. It is also very useful for general object animations and event triggering in game levels.
Here's an example cutscene I made with some of the assets that come with Unity. Everything is animated with the cutscene editor.





This is a very basic implementation of Virtual Texturing or MegaTextures. It basically stores a huge texture on the hard drive (maximum resolution is 131072x131072), and loads only the parts of the texture it needs based on whats visible on the screen. The loaded texture data is stored in an atlased RenderTexture cache so its impossible to go over texture budgets.

Every pixel in a level using Virtual Texturing is unique so it allows artist tools such as stamping and decals to be used without any performance impact.




MoonForge is a game I have been working on lately. It is very much like multiplayer Minecraft but taking place on the moon. It is still early in development but you can play it right now. Future plans include making the moon fully spherical so you can walk (and orbit!) all the way around it, a vehicle creation system, make anything from a moon rover to a space station, crafting, and team based gameplay.

Checkout the Indie DB page.



Last week my visual shader editor for Unity was released on the Unity Asset Store. It was also demoed at the Unite Keynote which you can view here (at 20:05):



I also created a tutorial showing the editors workflow while creating a basic shader:



Get more info on the ShaderFusion Blog.



Heres some GPGPU experiments I have done recently in Unity. They are all based on doing triangle raycasts per pixel.