Game Art | Tech Art | Real-Time Graphics

Alla Eddine Rakik Technical Artist, Shader Developer, Problem Solver

I build game visuals, tools, and rendering workflows that bridge art direction and production reality, from stylized shading experiments to Unity editor tooling and gameplay-facing tech art.

Focus Shaders, tools, VFX, pipelines
Engines Unity, Unreal, custom rendering
20+ Experiments & tools
7+ Years of practice
3 Published projects
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01. Featured Work

Selected technical art case studies focused on rendering, shader behavior, and production-friendly tooling.

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. Project History

A dedicated section for shipped work, collaborations, internships, freelance contributions, or internal tools. Replace these entries with the projects you want employers and teams to scan fast.

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Your Role | Studio / Client

Short summary of the game, toolset, or initiative. Keep this to two or three lines.

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Your Role | Studio / Client

Mention what you created and why it mattered: shaders, VFX, tools, optimization, or gameplay support.

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Project | Role | Timeframe

Brief context, what you owned, the tech you used, and one concrete result. Duplicate this card when you want to add more project entries.

03. Technical Expertise

Core tools and disciplines that support both the visual side of game art and the engineering side of implementation.

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

04. About Me

I work at the intersection of artistic intent, runtime constraints, and practical production.

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);
}

05. Get In Touch

Available for technical art, shader development, game tools, and visually driven gameplay work.

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!