Matt Verkuijlen
mattverkuijlen.bsky.social
Matt Verkuijlen
@mattverkuijlen.bsky.social
Technical Artist @ Embark Studios, previously MachineGames, RareLTD, SplashDamage, GuerrillaGames & TinyBuild. Opinions are mine, not my employers.
https://matthijsverkuijlen.com/
Thank you! Hearing that people like the work we do means a lot!
June 13, 2025 at 5:04 PM
You can play THE FINALS Season 7 for free here www.reachthefinals.com

Please check out EMBARK if you'd like to get updates on the other cool stuff we're doing here www.embark-studios.com
THE FINALS
Join THE FINALS, the world-famous, free-to-play, combat-centered game show! Fight alongside your teammates in virtual arenas that you can alter, exploit, and even destroy. Build your own playstyle in ...
www.reachthefinals.com
June 12, 2025 at 6:03 PM
All of this is a collaboration between me and many of my super talented co-workers.

A few of the people I worked on weapons with;
www.artstation.com/uddebo
artstation.com/roartal
www.artstation.com/antonsannerteg
www.artstation.com/linusscheffel
but there's many more people involved!
June 12, 2025 at 6:03 PM
The result looks great! Nice work!
May 5, 2025 at 3:27 PM
and these snakes were also just more of the same. Here I mainly parameterized patterns and colors to quickly generate different scale distributions.
December 21, 2024 at 12:39 PM
These windmills were another project I set up while writing this article. Maybe not very practical, but it was fun parameterizing a lot of things to quickly generate a lot of different outputs
December 21, 2024 at 12:39 PM
I really liked actually visualizing the SDF (even if it's not entirely correct all the time!) as well, so made a video of that too
December 21, 2024 at 12:36 PM
Wildly inefficient spiderwebs became my side project in August of 2021 youtu.be/-KumSP2l_kw
Skyward Sword inspired spiderwebs in UE5 experiment
YouTube video by Matthijs Verkuijlen
youtu.be
December 21, 2024 at 12:34 PM
In July of 2021, I worked more on a toy renderer. I had previously followed the Ray Tracing in a Weekend books, but wanted to move that into a fragment shader in my toy render engine (which was very heavily based on learnopengl.com)
December 21, 2024 at 12:34 PM
In June of 2021, I wanted to experiment a bit with a "parallax" look without adding parallax occlusion nodes. This setup only samples the 'grate' texture twice (once with an offset), and calculates normals and masked areas from there
December 21, 2024 at 12:34 PM
February 2021 was a busy month for me apparently, as I also bought @patricio.io's PixelSpirit Deck, modified some of the cards slightly, and made all the shapes' SDFs transition into eachother
December 21, 2024 at 12:34 PM
In 2021 I also wrote an article about using PDG in Houdini. 80.lv/articles/exp...
These little procedural skeletons are probably my favorite project I built for this.
December 21, 2024 at 12:34 PM