Hi, I'm David Ruiz Luengo

Junior Technical Artist

Graduate in Video Game Design and Development. Specialized in procedural tools, graphics development, VFX, and 3D characters. Passionate about creating artistic and technological solutions that provide players with a unique experience.

PROJECTS

PCG Tools

Procedural Scene Generator for Virtual Production

As my final degree project and with the aim of addressing one of the main challenges in the virtual production industry, the shortage of qualified professionals, I developed a procedural HDA tool capable of generating complete virtual sets from an editable curve, optimizing the workflow and reducing the reliance on specialized manual tasks.

  1. Houdini
  2. Unreal Engine 5.5

Procedural Pool Tool

WIP

  1. Houdini
  2. Unreal Engine

Procedural Lightning System

As a flexible solution for creating realistic energy effects without simulation. By controlling shape, thickness, and intensity through custom attributes and noise patterns, the tool helps artists quickly integrate primary and secondary bolts, along with electric effects on objects, into their scenes with full creative control.

  1. Houdini

Mosaic Generator

System that transforms any image into a three-dimensional mosaic, extruding and shaping geometry based on the texture’s color values. The tool offers a fast, flexible workflow to create unique volumetric compositions, with full control over height, materials, and lighting.

  1. Houdini
Pool

VFX

Wall Destruction

I integrated my procedural lightning generator into an RBD simulation to recreate the moment a lightning bolt strikes and shatters a brick wall. The effect combines dynamic lighting, particle-generated sparks, and dense smoke at the point of impact, simulating heat and combustion. The result is a shot with high realism and strong visual impact.

  1. Houdini

Stylized VFX Pack

description

  1. Unity URP
  2. VFX Graph
  3. Shader Graph
Stylized VFX

Ray Fight VFX

WIP

  1. Houdini
  2. Unreal Engine

Smoke & Fire

A focused study on smoke and fire simulation behavior in Houdini, using a digital sculpture of Anubis as the base. The project aimed to explore fluid dynamics around complex geometry, enhancing my understanding of volumetric effects and procedural control to achieve realistic and compelling visuals.

  1. Houdini

BlueHorse Rebranding

A modernization of the Blue Horse brand, a Turkish hookah tobacco company, by creating a minimalist and elegant design centered on a blue smoke horse. Using Houdini, I generated dynamic and detailed smoke volumes with nodes such as Mountain, VDB from Polygons, and Volume VOP, combining simulation and volumetric deformation techniques to craft a realistic, sensory trail that enhances the product’s theme.

  1. Houdini
  2. Blender
Bluehorse VFX

Graphics Development

Single Quad Shader

Built from scratch on Shadertoy with no meshes or models...just math and procedural textures. Features real reflections and refractions with one bounce, hard shadows with adaptive Fresnel, local lighting, animated Perlin noise sky, distance fog, surface texturing, supersampling antialiasing, and mouse-controlled camera. Rendered on a single quad, showcasing pure code magic.

  1. GLSL
  2. WebGL

Toon Shader

Editable cell cartoon shader made for a Game Jam, featuring dynamic control over the number of cells with customizable shading and highlight effects. It also includes an outline effect. Built entirely with Shader Graph, it delivers a clean and adaptable visual style that can be layered over asset textures.

  1. Unity URP
  2. Shader Graph

Unhooked Engine V3

Unhooked Engine V3 is the evolution of Unhooked Engine V2, a game engine focused on particle systems that I developed from scratch in 2023. This V3 version takes the best features of that engine to create a new one aimed at advanced graphics.

  1. OpenGL
  2. Visual Studio

3D Characters & Creatures

Neomorph Prince

I present to you this cinematic model concept of a "Neomorph Prince", a half-xenomorph, half-neomorph creature. Inspired by Jared Chavez's videos, I decided to revisit one of the pieces I had created for a previous project, which had a stylized comic style, and bring it into realism.

  1. ZBursh
  2. Substance Painter
  3. Blender

Mushroom Kodama

This is my version of the legendary Japanese creature Kodama, bringing to life its mystical essence through detailed modeling and subtle texturing. I also explored its surrounding environment, using Blender and Geometry Nodes to create a natural landscape that embraces it like home.

  1. ZBursh
  2. Maya
  3. Substance Painter
  4. Blender
Kodama

Salt-Peter the Alchemist

Made it during the 14 days Pirate Software Jam 2024 for browser. Meet Salt-Peter, an alchemist that got robbed his precious philosopher's stone amongst other useful magical items and has to get them back from the shadow world.

  1. Substance Painter
  2. Blender
Saltpeter

TOOLKIT

Unity

Get In Touch

Interested in working together or have questions about my work? Feel free to reach out for collaborations, job opportunities, or just to chat about technical art and game development.

Available for opportunities

Email: davidruizluengo@gmail.com

Location: Murcia, Spain Relocation available