Alla Eddine Rakik Game Developer & Technical Artist

I am a passionate and highly skilled Game Developer and Technical Artist. I take pride in my work and always give my fullest.

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01. Featured Work

Rendering HLSL Stylized

Stroke-Based Rendering

Experiment in making 3D scenes look like 2D paintings using "stroke-based lighting". Lighting is sampled per stroke center rather than per pixel, mimicking traditional painting techniques. Includes a custom tool for generating encoded stroke textures.

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Snow Tools
Unity Tools Shaders

Snow Layer Generator

Smart NavMesh-based Unity editor tool that automatically generates snow layers with occlusion on any object type. Bakes NavMesh, extracts geometry, and extrudes to create realistic snow coverage.

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Unity Shaders Vertex Colors

Terrain Debris Matcher

Innovative shader-based system that matches debris to terrain height while preserving object shapes. Uses vertex colors to store mesh part centers for intelligent height sampling.

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02. Technical Expertise

Software

  • Unreal Engine
  • Unity
  • Blender
  • Substance Painter
  • Substance Designer
  • Gimp / Krita

Programming

  • C# / C++
  • JavaScript / Java
  • GLSL / Shader Graph
  • OpenGL
  • .NET / React

Shader Development

  • HLSL / GLSL
  • Unity ShaderLab & URP
  • Custom Toon Shaders
  • Water & VFX Shaders
  • Triplanar Mapping

Technical Art

  • VFX & Particle Systems
  • PBR Rendering
  • Custom Lighting
  • VR Development
  • Performance Optimization

03. About Me

I'm Alla Eddine Rakik, a passionate Game Developer and Technical Artist who takes pride in delivering high-quality work.

With expertise spanning Unity, Unreal Engine, and custom rendering engines, I specialize in shader development, VFX creation, and VR experiences. My work combines artistic vision with technical excellence to create immersive and visually stunning game experiences.

From custom toon shaders and water effects to PBR rendering engines and VR interaction systems, I bring a comprehensive skill set to every project. I'm constantly learning and pushing the boundaries of what's possible in real-time graphics.

0 Projects Completed
0 Years Experience
0 Projects Published
shader.hlsl
float4 FragmentShader(v2f i) : SV_Target
{
    // Sample textures
    float4 albedo = tex2D(_MainTex, i.uv);
    float3 normal = UnpackNormal(tex2D(_NormalMap, i.uv));
    
    // Lighting calculations
    float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
    float NdotL = saturate(dot(normal, lightDir));
    
    // Final color
    float3 color = albedo.rgb * NdotL * _LightColor0.rgb;
    return float4(color, albedo.a);
}

04. Get In Touch

Let's Create Something Amazing

I'm always interested in hearing about new projects, creative ideas, or opportunities to be part of your team. Whether you need a technical artist, shader developer, or pipeline engineer, let's talk!