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BERK BAYAZIT

Contact me at:

b.berkbeyaz@gmail.com

5 years of work experience:

VFX, Shaders, Environment Art, Optimization, Programming

Tools: Unreal Engine, Blender, Photoshop, Substance Painter, Substance Designer. {Python, C++}

Brief Introduction

Welcome to my portfolio! I’m a Technical Artist with a strong background in VFX, Environment Art, Shaders/Materials, Lighting, Optimization, and Programming/Prototyping. This page highlights how I combine creativity and technical expertise to build immersive, high-performance game experiences. Explore each section below to discover the depth of my work and how these skills come together to create dynamic, interactive worlds.

Table of Contents

  1. VFX
    Immersive particle effects and dynamic visuals.

  2. Environment Art
    Realistic and stylized landscapes and set pieces.

  3. Shaders & Materials
    Advanced shaders and surface designs.

  4. Programming & Prototyping
    Rapid gameplay logic development and tool creation.

VFX SHOWCASE

Visual Effects that Bring Worlds to Life

I specialize in crafting impactful visuals from explosive particle effects to subtle environmental details ensuring each effect feels alive and seamlessly integrated into the game’s atmosphere.

Created and edited an array of environmental and interactive effects fog, clouds, weather systems(Modified UDS), building destruction, tank explosions, bullet-pierced smoke, and boid-based crowd behaviors to elevate realism and immersion in the V.O.L.T.

ENVIRONMENT SHOWCASE

Crafted some large-scale level parts for Rise Online, V.O.L.T, and freelance projects blending creative vision with optimized workflows to deliver visually striking, performance friendly environments.

RISE ONLINE:

I was entrusted with several key environment tasks for Rise Online, starting with a Juraid dungeon room filled with layered, atmospheric details. Next,

 

I created a corridor featuring dramatic volumetric godrays that spill onto a regal red carpet, adding tension and grandeur.

 

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I also developed the bustling Dorion Marketplace Hall, a vibrant hub for trade and interaction, created both day time and night time lighting scenarios.

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Beyond these standout areas, I contributed to portions of the game’s expansive open world, ensuring visual consistency, optimized performance, and an immersive player experience throughout

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V.O.L.T:

I created the winter-themed main menu environment from start to finish modeling assets, designing the frosty landscape, and refining the lighting setup to deliver a cohesive, atmospheric backdrop that instantly sets the tone for winter season of V.O.L.T project. For V.O.L.T my main focus was optimizing the large scale maps and creating seamless gameplay throught destructable building and prop scenarios

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Reflection The Greed:

This is the main hospital hub I made for Reflection: The Greed. My goal was to create a tense, unsettling atmosphere that underscores the game’s horror elements dim lights, creeping shadows, and decaying details all work together to heighten the sense of dread and unease for players

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Freelance Projects:

For 80.lv, I crafted a post-apocalyptic environment inspired by the Fallout series. Every element from the barren landscape to the weathered props was handmodeled, textured, and lit to evoke a haunting, nuclear wasteland vibe.

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On a Fiverr commission, I reimagined the well-known Valorant map ‘Bind’ as an ice-themed environment. To maintain authenticity, I meticulously preserved the map’s core layout and metrics. Beyond that, I created all necessary winter-inspired materials and implemented frosty lighting, delivering a polished, immersive experience that aligns with the client’s vision.

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On another Fiverr commission, I constructed a cozy Viking isometric hut complete with a functioning forge and warm, rustic lighting while crafting a hero prop axe as the focal point. Every element, from timber details to the axe’s ironwork, was designed to convey a rugged, Nordic aesthetic.

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SHADERS & MATERIALS SHOWCASE

Developed a wide range of custom shaders and materials from realistic metallic reflections to stylized surfaces pushing graphical fidelity while maintaining performance and visual cohesion.

V.O.L.T:

In this demo, I showcase a dynamic material system that I made for V.O.L.T. that responds to both environmental and gameplay interactions. Characters become visibly muddy or wet after stepping through terrain, and the material also adjusts team colors so you can instantly identify allies in green and enemies in red. I’ll delve deeper into the programming and logic behind these reactive materials in the Programming & Prototyping section.

In this video, I demonstrate a dynamic blood-splatter post-process material designed to heighten immersion during combat. When the player takes damage, the effect simulates the sensation of losing blood or sustaining injuries, reinforcing the high-stakes atmosphere.

In this showcase, I present a dynamic distance-field material that effortlessly blends props into their surroundings, significantly cutting down the time level artists spend on manual adjustments and ensuring a cohesive, natural look.

“In this showcase, I present a custom magnification material utilizing the Scene Color Buffer instead of PiP or dual-render approaches. This setup delivers zoom functionality with minimal performance impact, offering an efficient yet visually effective solution for all attachment scopes.

Didn't showcased here because I couldn't find a way to present it but I made a material occluder aswell for the view inside of the scope, so when player Aims he will not see anything like hands or muzzles in front with this method.

RISE ONLINE:

In this video, I demonstrate three advanced systems that enhance both environmental visuals and gameplay feedback. First is a custom light function that replicates shadowing for non-shadow-casting lights, simulating projected shadows with minimal performance overhead. Next, a parallax displacement floor material introduces dynamic surface depth, giving the ground a more realistic, textured feel. Finally, a Fresnel outline material provides a subtle glow inside the mesh of the object assigned, serving as a clear visual cue for interactable elements or points of interest.

In this showcase, I present a dynamic material specifically made for Rise Online’s rebirth system. It visually tracks item enhancements, culminating in a distinct flair for +9 items, giving players immediate feedback on their progression and rarity.

In this showcase, I present a procedural flare glint material developed for Rise Online’s UI elements. Designed to add a touch of brilliance and visual emphasis, it can be dynamically adjusted to highlight key interface components.

In this segment, I showcase a fake 3D background material that adds depth to the scene, complete with dynamic torch flames that bring warmth and motion to an otherwise static backdrop. Requeres a normal map for fake calculations

In this showcase, I demonstrate a custom atlas-based system for Rise Online, consolidating multiple textures into a single atlas for armor and environment sets. This approach streamlines performance while maintaining consistent, high-quality visuals across diverse assets.

PROGRAMMING & PROTOTYPING:

I focus on rapid prototyping to quickly test and refine game features. Whether it’s creating replicated animation and gameplay features or destruction system, my approach is to turn ideas into interactive demos fast. By iterating with lightweight, flexible solutions, I ensure new concepts meet performance needs and align seamlessly with the project’s creative vision.

V.O.L.T:

In this showcase, I feature the key mechanics I rapidly prototyped over a three-month period that my lead's vision, emphasizing replication for multiplayer functionality. From animation blueprints that deliver smooth, networked transitions to firing logic that accounts for real-time ballistic behavior, almost every aspect is designed for seamless prototyping. I also demonstrate interactive mud and material systems, ensuring coworkers see real-time feedback as they move and interact with the environment. These prototypes were developed with quick, iterative testing, resulting in robust gameplay elements that will be smoothly integrated into main line of the project.

In this segment, I showcase a dynamic mud system designed for seamless integration by level artists. Characters stepping into muddy terrain get visibly soiled, providing real-time, interactive feedback that heightens immersion. This framework can easily adapt to any substance mud, dust, or even paint adding an extra layer of realism to player experiences.

In this showcase, I present a custom occluder system designed to hide specific meshes behind selected geometry perfect for concealing weapon parts or character hands, especially when handling large or long weapons. This system helps maintain visual clarity and avoids unwanted mesh clipping in tight first-person perspectives.

In this final segment, I share a short gameplay clip from the first public showcase of the project. It’s a glimpse into how all the systems from visuals to mechanics come together in real-time gameplay.

In this segment, I present the hybrid destruction system developed for V.O.L.T.. By combining custom static meshes with specialized C++ logic, we deliver targeted breakpoints and destruction effects aligned precisely with the design team’s requirements. This setup allows for detailed, performance-friendly destruction sequences that enhance immersion without sacrificing gameplay fluidity. Especially for Late joining.

In this segment, I demonstrate the animation blueprint crafted for both FPS and TPS gameplay, supplemented by a custom physics-driven gun charm control rig built entirely in Unreal. This setup ensures fluid, consistent motion across perspectives and adds an extra touch of realism with dynamic weapon accessories.

CRYPTICAL

In Cryptical, a commercial project I joined through my professional network, I developed the entire movement system including vault interactions, vfx, damage feedback, and dynamic material responses. By focusing on seamless transitions and realistic player feedback, these features enhanced both performance and immersion, contributing significantly to the project’s commercial viability.

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