Richard Horne

Shader and Rendering Engineer

Passionate and resourceful shader/rendering engineer with nearly 20 years of experience delivering content-defining visuals from mobile to AAA video games. Collaborative, fundamentally-grounded, and innovative problem-solver. Adept at navigating technical and artistic requirements to provide novel look developments that promote consensus across departments and stakeholders. A rendering alchemist that routinely distills complexity into accessible shaders and tools to overclock iteration times and empower artists to create.


Technical Skills

  • Expert-level experience with HLSL

  • Expert-level experience with C Sharp

  • Strong knowledge of current shading and rendering technologies and techniques

  • Strong knowledge of CG/VFX pipeline flows for runtime games

  • Strong knowledge of modular, node-based content generation workflows (Shadergraph, Substance Designer, Houdini)

  • Strong knowledge of procedural generation techniques


  • Strong debugging and shader optimization/LOD skills

  • Strong collaborator, unifier, and communicator

  • Determined, resourceful, and initiative

  • Devoted to cutting-edge look development and visual storytelling

  • Intermediate-level experience with Python

  • Expert-level experience with Unity 3D

Professional Experience


Founder
Runt, Inc.

  • Collaborate with art and creative directors to understand, amplify, prototype, and implement their vision within technical and production guidelines.

  • Author custom shaders, lighting rigs, render features, and runtime code modules that support art, design, and technical needs.

  • Establish approachable, intuitive artist interfaces and workflows to enforce asset specifications, compliance, and processing. These pipeline contributions reallocate hundreds of hours of development time toward content refinement and iteration.

  • Encourage best practices among artists with supporting documentation for custom shaders and content generation procedures.

  • Diagnose and optimize rendering costs across various platform endpoints to inform production and exceed expectations, with up to 10x performance gains.

  • Debug and eliminate visual errors and artifacts, improving visual fidelity and consistency across frames.

  • Design and integrate optimized runtime particle FX.

  • Founded a successful co-development studio, recruited and led an international team of engineers, and balanced profit margins to 40% while increasing billing 5x.

2010-Current

Senior Technical Artist
2K Sports

  • Promoted and implemented a shared, universal lighting and shader library which enabled the creation of a homogenous, signature style across the complete range of 2K products and compounded rendering gains between projects.

  • Innovated fundamental shader techniques to push runtime renders toward the cutting edge. Notable achievements were animated sweat maps, subsurface scattering approximation, custom per-pixel reflectance using prefiltered cube maps, and detail mapping.

  • Worked with leads on all custom shader, lighting, and performance improvements and assisted art directors in mastering the technology suite to achieve the desired vision.

  • Encouraged best practices among artists with supporting documentation for custom shaders and content generation procedures.

  • Assisted leads by tuning lighting and shader values for complex time-of-day and seasonal scenarios to establish a baseline for further refinement.

2004-2010

Education


2001-2003

Computer Art for Video Games
Academy of Art University

1998-2001

Environmental Design
Texas A&M University