HELLO, I AM
GATHREY REEDING
Experienced Technical Artist & Game Developer
10+ Years in Unity3D & Blender
Crafting Innovative Solutions for Games and Interactive Media
This is my portfolio, showcasing some of the things I've created and the projects i've been/are involved in.
if you want to know more about me - checkout my Resume
Active Projects im involved in
My Tools, Mechanics, Shaders & More
LookDev Tool
In-house tool for artists to easily adjust and fine-tune environmental settings e.g clouds, skybox, sun and post-processing effects.
- Streamlined dashboard for quick experimentation
- Fast iteration, multiple presets
Blend Tree setup
Free running blend-tree, supporting bi-directional input.
- Rotational tilting - with x-input
- Speed blending, with y-input
Bird-Flight Controller
Built in under two weeks, really proud of the smooth controls.
- Responsive and Fluid flying experience
- Dynamic Camera based on speed
- Walk and Flight states
Arcade Car Controller
Custom Arcade Car physics based on spherical movement.
- Arcade-style feel with smooth controls
- Drift Mechanic for sharp turns
- Dynamic camera, adapts to car’s movements & speed
Ship Controller
Arcade ship physics for Project GoldHeart with emphasis on immersion.
- Capture feeling of sailing on the open seas
- Custom buoyancy solution (spring-like)
- Global wind system (part of weather)
- Dynamic sound
Grass Shader
A highly optimized, geometry-based grass shader that reacts to objects.
- Nnoise-based wind effects
- Customizable top and bottom colors, blending, variations etc
- Object interaction through dynamic pixel texture
- Subsurface scattering
Toon-Ramp Shader
Toon shader with toon-ramp texture control, reacting to physical lights.
- Precise shadow control
- Different ramp textures, offer significant flexibility in shading
- Rim lighting
- Brush strokes
- Hair/Metal rendered different to skin/textiles
Aurora Borealis
Aurora Borealis feature, for dynamic skybox in Project GoldHeart.
- Customizable Noise effect
- Variable speed and time
- Multiple color variations
- Blend in/out
- Gradient-Based variation over time
My 3D Artwork
GameJam submissions
Meteor Dash
This game was created within
72 hours.
Role: Solo Creator
Company: Self
Platform: Windows
Creating a game in just three days was an intense challenge that pushed both my creativity and stress levels to the limit. With such a tight development window, my top priority was crafting a tightly focused experience that tested players’ physical skills while encouraging them to improve through practice and perseverance.
How long can you survive in this gauntlet?
Can you make it to the top of the leaderboard!?
Soaring Autumn
This game was created within
2 weeks.
Role: Solo Creator
Company: Self
Platform: Windows
Had so much fun creating this flying controller. The movement and zen-like atmosphere, had me flying around the world more than actually building it. Had a blast creating this one
Fly majestically in an Autumn inspired world
Play Now
Past projects I was involved in
Zuri's Lab
Zuri’s Lab is an interactive virtual reality experience aiming to show children the true heart and spirit of science.
Role: Technical Artist
Company: SeaMonster
Platform: Google Cardboard
In this project we aimed to push the limits of google cardboard, utilizing baked lighting and low poly 3D art. I was specifically involved in creating artwork for the environment and the VFX for the teleportation.
It was challenging creating the lab boot-up sequence as we didnt have any realtime lights. We managed to make use of loading different lightmaps, to portray the different stations booting up.
In 2021 I managed to solo port this cardboard experience to the oculus quest.
The Last Maestro
Exploring how we might help those suffering from PTSD through an immersive music conducting experience.
Role: Technical Artist
Company: SeaMonster
Platform: Oculus Quest 1&2, Vive Focus 3
We aimed to create an experience that looked visually appealing but allowed us to have full control of the look n feel, without being dragged down by performance limitations.
Hence, This whole experience has no lighting, everything is hand-painted and all transitions happen on a shader/animation level.
I was responsible for creating all the VFX in the experience (the baton trail, butterflies etc).
I was responsible for taking the concept/illustrations and converting them to 2D/3D background planes as well as the bushes and various other parts of the environment. These were then blended via a shader to create the day/night cycle.
I also created the flowers and utilized blend shapes to mimic a blooming effect.
Destination AR
Explore Cape Town using this augmented reality app, that layers digital stories and content over a map of the city.
Role: Technical Artist
Company: SeaMonster
Platform: IOS, Android
This was a POC look at how we could utilize Augmented Reality to explore the world. I was responsible for creating some of the animation and 3D art work within the app
Ackermans Live
Bring Disney characters to life in 3D with Augmented Reality and Ackermans!
Role: Lead Technical Artist
Company: SeaMonster
Platform: IOS, Android
My role in this project was to animate premade Disney characters and ensure they were optimised for video game development.
I was responsible for rigging and animating Timon & Pumbaa as well as creating the environments (Level Design) that the characters spawned into.
Pick n Pay Super Cards
Track your collection, Unlock rewards and see your cards come to life in AR
Role: Lead Technical Artist
Company: SeaMonster
Platform: IOS, Android
This project was built in conjunction with Pick n Pay and utilzied their rewards system as incentives to collect cards.
I was the lead Technical Artist, I created the Animation State-Machine that triggered a unique animation for each card scanned.
In the minigame, I was responsible for creation of the Animation State-Machine that controlled the bowler as well as the midfielders.
I also created the VFX trails and Spawn effect on the cards.
Ive also had my fare share of freelance projects.
Take a look at some of them
Medical AR
An Augmented Reality experience, geared towards teaching users more about the anatomy of the face.
Role: Solo Developer
Company: Self
Platform: IOS, Android
I dont have access to the augmented reality build, but this are some in-engine footage of the general idea behind it.