
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.



