Hello, I’m Charlie Rayworth,
I like games and I love making them.

Previous Work

Horizon Worlds

At Meta I have worked across multiple projects on low-end VR hardware with a strong focus on performance constraints, profiling and the resultant optimisation.

Accomplishments

  • Created an artist friendly workflow for environment art and light baking that could be ingested into a game via Unity Asset Bundles.
  • Developed level editors in DCC tools to allow for faster iterations on environment art.
  • Authored high performance shaders that work across multiple platforms including VR, mobile and cloud streaming.
  • Developed tooling with FBX SDK in both C++ and Python to batch process large quantities of assets.
  • Created dozens of generic VFX assets for use across first party games and UGC creations.
  • Worked with outsource teams to set standards and ensure delivery of high quality content (VFX, Modular Kit Pieces, FPS Weapons).
  • Extensive work porting Unity title to bespoke game engine, helping inform the direction of a custom engine using industry standard practices.
  • Extensive cross-functional work with teams across different timezones.
  • Editor tooling and gameplay code across multiple projects.

Crayta

Crayta was a UGC title developed by Unit 2 Games prior to their Facebook acquisition in 2021. I joined the project in 2022 before it was shut down on March 3rd 2023.

Accomplishments

  • Slate tooling in UE4 for improved outsource workflows.
  • Complex materials for outsource content and UGC creators.
  • Improved UGC sky system utilising UE4’s volumetric clouds, integrated into custom UGC editor.

A Couple of Cubes

A Couple of Cubes was developed in part for Tranzfuser Enterprise pathway 2021 as well as being a passion project for the team. I acted as the Programmer and Technical Artist for Silent Yeti and developed many of the visuals, mechanics and tools used for the game.

Accomplishments

  • Developed a Blender Plugin in Python to allow quick retopology, UV’s and low-poly baking of unoptimised voxel models.
  • Created master materials and editor utility blueprints that automatically generated material instances when importing textures and models.
  • Scripted the vast majority of the games logic with Unreal Engine’s blueprints and a small amount of C++.
  • Developed blueprint tools to enable easier level design.
  • Optimised all aspects of the game for suitable performance.
  • Created a performant dynamic lighting blueprint that faked bounce lighting to enable more atmospheric lighting.
  • Created all of the Niagara particle systems in the game.
  • Set up functional online peer-to-peer play through Steam.

Mysticism

Mysticism is a small Virtual Reality game based on Celtic mythology and set in Wales. As the Lead Artist on this project, I developed the art style alongside most of the art seen in the game.

Accomplishments

  • Developed a character that utilised Unreal Engine LiveLink to map facial performance data into game ready animations.
  • Created a high quality heightmap of snowdonia, utilising NASA’s SRTM data as a base and Gaea for erosion and flow maps.
  • Sculpted, textured and rigged all character models in the game.
  • Designed performant foliage that worked well within the performance constraints of virtual reality.