José Hojaverde
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hojaverde.bsky.social
José Hojaverde
@hojaverde.bsky.social
I like tech, art, and oranges 🍊
Senior Tech Artist
. Former Eidos/Square-Enix Mtl
From 🇨🇱🏞️ like Pedrito Pascal
Reposted by José Hojaverde
Saw that "The Witcher 4" UE5 tech demo with the voxel trees for fast rendering at a distance?
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
June 13, 2025 at 3:01 PM
Reposted by José Hojaverde
instead of being productive and finishing up my compute shader radiance cascades, I implemented 3D radiance cascades in blender geometry nodes
March 21, 2025 at 7:28 PM
Reposted by José Hojaverde
Throw back to over 2 years ago?!

At that time I was developing a real-time paint stroke post-processing package for Unity. I moved on because some of the tech + learning in that unlocked an even cooler rendering pipeline that I'm using in our current game.

#gamedev #unity #realtimevfx #techart
March 2, 2025 at 4:25 AM
WIP lil watercolor sketch just for fun
February 21, 2025 at 12:38 PM
Reposted by José Hojaverde
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
GPU Friendly Laplacian Texture Blending
jcgt.org/published/00...
February 19, 2025 at 6:00 PM
Reposted by José Hojaverde
Playing a bit with SSR. I'll need to do some tonemap for the hdr sky #indiedev #gamedev #vulkan
February 16, 2025 at 10:50 PM
Reposted by José Hojaverde
Gamecube Controller #gamecube #lowpoly #pixelart
February 15, 2025 at 10:57 PM
Reposted by José Hojaverde
Setting this one up next week 🥰
programmation actuel / current programming:

[exposition / exhibition]

C’est ici que poussent les fleurs | Collectif Torrents
🗓 01.02.25-16.03.25
📍 Maison Pierre-Chartrand, 8000 boulevard Gouin Est, Montréal (Québec) H1E 1B5
www.ada-x.org/activities/c...
C’est ici que poussent les fleurs | Ada x
est ici que poussent les fleurs | Collectif Torrents Exposition du samedi 1 février au 16 mars 2025 À la Maison Pierre-Chartrand, 8000 boulevard Gouin Est, Montréal (Québec) H1E 1B5 Heures d’…
www.ada-x.org
January 23, 2025 at 9:21 PM
Reposted by José Hojaverde
[ #Castlevania | #CastlevaniaNocturne | #RichterBelmont | #MariaRenard ]

Humbly offers you these castlevania doodles to express my love for this show
January 22, 2025 at 5:13 PM
Bella (¬_¬)
January 18, 2025 at 2:49 PM
Reposted by José Hojaverde
Sneak peek of a lil diorama I'm doing to stress test Pudu renderer workflow #shaders #gamedev #graphics #vulkan
January 18, 2025 at 12:13 PM
Been working on a Vulkan renderer using C++ as a learning exercise during my free time. Current features:
- gltf-ktx & Slang support
- Cubemaps
- Framegraph - auto memory barriers
- Auto generated descriptor sets/pipelines & bindings
- Postprocessing
- shadow map
- Slang support

updates in 🧵 :)
December 27, 2024 at 1:37 PM
Hi! I'm José, Tech Artist :D I'll start posting here some side projects from time to time ✨

#techart #gamedev #shader #shaders
December 16, 2024 at 11:46 AM
Reposted by José Hojaverde
Been working a lot on the pause screen lately.

Casual and more subtle animations are soooo hard!

Music and eye shaders by @ironfairy.bsky.social, model and animations by me!

(yes, there's a custom shader to animate the eyes! we might get into more details later...)

#gamedev #indiegame #lowpoly
October 26, 2024 at 7:46 PM
Reposted by José Hojaverde
that water shader but further along.. background is just ripped from sea of thieves i didnt make that half i just wanted to see how close i could get the water
October 24, 2024 at 5:07 AM
Reposted by José Hojaverde
It might be hard to believe, but this animation is actually 100% procedural.
#gamedev #indiedev #procgen
October 24, 2024 at 2:25 PM
Reposted by José Hojaverde
October 24, 2024 at 6:34 PM
Reposted by José Hojaverde
"I've never been here before but somehow this dream feels familiar..."

Waves done with several layered sprites with custom shaders, light uses Unity Light2D + normal maps, the rest is animated frame-by-frame.

#pixelart #indiegame #gamedev
October 24, 2024 at 11:15 AM
Reposted by José Hojaverde
Zap! ⚡
October 24, 2024 at 1:39 PM
Reposted by José Hojaverde
More volumetric fog shenanigans ☁

Another cool thing that's possible in URP is sampling the baked Adaptive Probe Volumes (APV) info; this scene only has one directional light, the rest of the light comes from emissive objects baked into the APV ✨

#gamedev #unity3d #madewithunity
October 23, 2024 at 12:34 PM
Reposted by José Hojaverde
Oscilloscope experiments ft. Ableton
October 22, 2024 at 6:48 AM
Reposted by José Hojaverde
DS lite! 🍓✨

#lowpoly
October 22, 2024 at 5:02 PM
Reposted by José Hojaverde
Four years of Chesley designs!

The first few are pretty rough, and yes, he even began life with a brief stint as a Chihuahua.
October 22, 2024 at 2:24 PM
Reposted by José Hojaverde
When you're making an exploration game you *really* want to nail the locomotion anims as you see them A LOT.

Over the last few days I've been to polishing/revising them up for Mythwrecked. Here's the gentle jog...
October 21, 2024 at 4:11 PM
Reposted by José Hojaverde
Lowpoly biplane
October 21, 2024 at 1:36 PM