Alongside environment work, I write Unreal Engine tools that remove repetitive setup and keep scenes within their real-time budget. I build them with the help of AI assistants, and they are being prepared for release on Fab, Epic Games’ marketplace. Ask for early access
Performance and scene fixes
Keeping a level inside its real-time budget and fixing common Unreal Engine 5 rendering problems.
Video coming soon
XR Budget Auditor
Check a level against Quest, PC VR and desktop budgets.
Audits the open level against XR performance budgets for Quest, PC VR and desktop: triangles, draw calls, materials, texture memory, dynamic shadow lights and Nanite usage. Colour-coded report, a list of the heaviest actors and CSV export.
Engine
Unreal Engine 5
Status
In development
Scene Doctor
One-click fixes for common Unreal Engine 5 problems.
Fixes the most common Unreal Engine 5 problems in one click: black patches on Nanite and foliage, ghosting, blotchy interiors, light leaks, shimmering, texture pop-in and the missing landscape brush. A level scan finds and repairs floating or buried foliage and ray tracing foliage issues.
One-click setups for physically based base lighting and stylised camera looks, and HDRIs captured from a level.
Kit-Lighting
Base lighting, one click.
One-click, physically based base lighting from an HDRI or a dynamic Sky Atmosphere: drop your sky, click Day, Sunset or Night. The kit finds the sun or moon in the HDRI, aims and tints the directional light, and sets the sky, its sky light, the fog and the exposure to real-world (PBL) values. Ready-made looks, optional cinematic volumetric fog.
One-click stylised looks for any camera or the whole level: ink lines, painterly (Kuwahara), anime, toon, comic halftone, pencil sketch, watercolour, pixel art, VHS and film. Stack them and set the strength. Works in the viewport, Sequencer and Movie Render Queue.
Place a 360 degree capture rig anywhere in your level and render that spot as a real HDRI: equirectangular, linear light values, EXR or Radiance HDR, from 2K to 16K, in Fast, Lumen or Path Tracer quality. Light your renders in Blender, Maya, 3ds Max, Substance, Marmoset, KeyShot or another engine.
Procedural placement for vegetation, props and moving crowds.
Quick Scatter
PCG made easy.
One click adds a ready-made PCG scatter: forest, meadow, rocks, flowers and more. Layers, density, spacing, slope, painted landscape layers to avoid, actors to avoid and layers that avoid each other are already wired. Just pick your meshes.
Engine
Unreal Engine 5
Status
Coming soon on Fab
Smart Prop Fill
Props that make sense, not random clutter.
Drop a volume in a street or a room and fill it with props placed the way a set dresser would: furniture with its back to the wall and its long side along the street, small items only on supports, real-world scale, no interpenetration. Category rules, density presets and seeds.
Engine
Unreal Engine 5
Status
Coming soon on Fab
Path Crowd
Cars, ships, armies and crowds along any spline.
Fill any spline with moving things in one click: cars on a road, a fleet of spaceships, a marching army. Mixed models, spacing, speed, lanes, both directions, formations, ground snapping and banking. Deterministic, and ready for Sequencer and Movie Render Queue.
Engine
Unreal Engine 5
Status
Coming soon on Fab
Pipeline
Getting assets from Blender and Substance Painter into Unreal Engine.
Video coming soon
Quick Import
From Blender and Substance Painter to Unreal in one click.
Imports a folder exported from Blender or Substance Painter in one click: meshes, textures with the right settings (sRGB, OpenGL or DirectX normal maps, ORM masks) and ready-made material instances assigned to the right slots, sorted into Meshes, Materials and Textures folders.
Engine
Unreal Engine 5
Status
In development
Documentation
Public user guides for the plugins, from installation to every setting. More guides are added as each plugin is released.