UI
- Dynamic UI
- Responsive design & implementation
- Screen & World Space UI
Optimisation & Best Practice
- Asset bench-marking
- Profiling tests
- LODs
- Evaluate and optimise compound and Mesh Colliders
Rigging, Animation & Simulation
- State machines
- Soft body physics
- Rigid body physics
- Cloth
- Joints
- IK & FK
- Ragdoll physics
- Blending animations
- Animation curves
- Animation Events
- Implement and map Humanoid and Generic Rig animation types
- Physics Materials
Texturing
- Procedural Techniques
Lighting & Rendering
- Post-Processing
- Ray-tracing
- PBR
Shaders & Graphics Programming
- Graphics Pipeline
- Buffers
- Lighting models
- Shading methods
- Render to texture
- Tesselator
- Vertex Shader
- Fragment Shader
- Geometry shader
- Compute shader
VFX
- Particle System customisation and extension
- Procedural techniques
- Fluid animation
Tooling & Pipeline
- Asset customisation
- Process automation using custom tools
- Editor customisation
- Documentation: asset budgets, standards and guidelines
Software
- 2D Animation
- Spine
- Unity Anima 2D
- 3D Modelling & Animation
- Autodesk Maya
- Autodesk 3Ds Max
- ZBrush
- Blender
- Texturing
- Substance Painter
- Procedural
- Substance Designer
- Houdini
- Game Engines & Workflow
- Unity
- Shadergraph
- VFX Graph
- Playables
- Timelines
- Cinemachine
- Addressables
- DOTween
- Unreal Engine
- Material Editor
- Blueprint
- Git / SVN Source Control
- Unity
Programming Languages:
- HLSL
- GLSL
- Cg
- Python
- C++
- C#
Maths & Physics:
- Linear Algebra
- Transportation of formulae
- Coordinate geometry
- Vectors
- Matrix transformations
- Viewing transformations
- Projection matrices
- Kinematics
- Newtonian concepts