
Bailey Robinson
Unity Developer & Technical Artist | Unity (C#) • Blender • Level Design • Shaders & VFX | Available for Contract
Game Development Showcase Projects, VFX & 3D Models
A real time portal effect utilizing custom stencil shaders to seamlessly project and blend spatial views.
Developed custom Unity shaders combining layered textures, UV distortion, and particle systems to simulate visual depth. Engineered the stencil buffer logic to ensure clean rendering performance and smooth camera to
surface intersection.
A collection of real-time combat effects designed with a strong focus on gameplay readability and timing.
Developed dynamic particle systems and visual cues to clearly define combat damage zones and directional tells. Synced particle execution tightly with animation frames to ensure high-quality execution and immediate player feedback during high-speed gameplay loops.
A motorcycle racing game where players bet on AI-controlled races.
Rebuilt the project logic inside Unity (C#). Constructed 5 custom race tracks by integrating client requested assets alongside custom modeled environment props, and developed a runtime material swapping system for bike customization.
A collection of stylized medieval props, weapons, buildings, and enemies currently being developed for a client project.
Actively modeling and texturing a diverse range of assets based on project specifications. Focusing on clean topology and efficient polygon counts to ensure all meshes are fully optimized for real time game execution.
A fully modeled and textured 3D character created for the Ashen Labyrinth project, optimized for real time engine use.
Developed the character mesh in Blender from initial layout to final high poly geometry. Focused on clean topology, PBR material creation, and structuring an optimal edge loop layout to ensure the mesh is completely ready for skeletal rigging and animation.




