Melbourne, VIC

Kristian
Kebbe

FX / Technical Artist / Realtime VFX

Feature-film FX Artist-turned-gamedev, focused on procedural systems, creative technical problem-solving, artist-facing tools, and realtime VFX.

Selected Work

Systems, tools, games.

An array of things I've worked on - procedural tools, custom shading and lookdev, gameplay and realtime VFX.

Featured Project

Lucen

Lucen

Lucen is an unreleased solo-developed adventure game built in Unreal Engine 4. I handled the Houdini-driven asset pipeline, custom in-editor tools, realtime VFX, game logic, and player interactions, using procedural systems where they made production faster and more flexible. The pipeline was grant-funded and became the subject of a GDC 2020 SideFX guest talk on procedural Houdini-to-Unreal workflows.

Built with

Unreal EngineHoudiniNiagaraVellumVATZBrushSubstance+1

Featured Project

Highrise

Highrise

Highrise is an unreleased floor-by-floor roguelike built in Unreal Engine 5, with visceral first-person combat and over-the-top violence. I built gameplay logic and interactions, procedural hierarchical layout generation from grammars, dismemberment, hit reactions, destruction VFX, lighting, shading, lookdev, custom shading model implementation, and Chaos performance tests.

Built with

Unreal EngineRealtime VFXGameplay PrototypingMaterialsDestruction

Featured Project

Next Gen Destruction Toolkit

Next Gen Destruction Toolkit

An Unreal Engine destruction toolkit built to make it less tedious to implement destructibles. Custom data assets, Blueprint, and a Blueprint Component for weapons. It packages common destructible object types, material responses, and weapon impacts with Chaos Fields into an asset teams can use to speed up the process of getting their assets destructible and interactable. It also has basic networking and Sequencer support.

Built with

Unreal Engine 5BlueprintChaos DestructionNiagaraMarketplace

Miscellaneous

Bits and pieces.

Shaders, VFX, tools, and experiments.

Asset stylizer for a stylized low-res look.
In-editor ivy HDA.
Material-driven ivy growth animation.
Procedural shield generator in Houdini and Substance Painter.
WIP relightable gaussian splat plugin for volume sims, using custom RDG pass and custom OLAT data from Houdini renders/GSplat training.
First-person kick interactions.
UE5 lighting, texture stylization, shading, Houdini hair processing and stylization (character made in Reallusion).
Hierarchical procedural generation for room layouts.
Shading, lighting, and post-process lookdev. Added custom shading model to UE4 source as well as passing through custom Gbuffer data for per-mesh island outlines.
Toon shading model lookdev and lighting, using marketplace assets.
Dismemberment system. Limbs cut in Houdini, sculpted in Zbrush, textured in Substance. Niagara and Chaos for the gore (some blood decal and particle textures not made by me).
Customizable tree made in Houdini.

Other projects

PsychFX Compositor

PsychFX Compositor

Offline psychedelic VFX compositor

PsychFX is an offline-first node compositor for experimental visual effects work. It came from a practical production problem: bouncing between separate tools for tracking, grading, generating certain 2D effects, and compositing. I built one artist-controlled workspace around reusable node graphs, real-time WGPU preview, and 85 manifest-backed WGSL nodes spanning effects, generators, masks, field drivers, depth/motion helpers, and compositing utilities.

Built with

RustWGPUWGSLegui+10
RetroCam

RetroCam

Real-time WebGL camera shaders

RetroCam is a real-time WebGL camera that runs custom GLSL shader passes live on a phone or browser feed — Digicam, VHS, Disposable, Game Boy, and CRT looks plus a clean passthrough, with camera switching, one-tap photos, hold-to-record video, and export without a separate editing app.

Built with

HTMLCSSJavaScriptWebGL+2
Biometric Data Pipeline

Biometric Data Pipeline

Heart rate to visual and audio art

An experimental live-data art pipeline that routes Polar H10 heart-rate data through Python signal processing, then broadcasts the resulting control stream over OSC into TouchDesigner visuals and Ableton sonification.

Built with

PythonOSCTouchDesignerAbleton
Whistle2MIDI

Whistle2MIDI

Browser whistle-to-MIDI converter

A fully client-side melody capture tool that turns whistled microphone input into editable MIDI. The hard part is a continuous-pitch note segmenter that distinguishes natural whistle wobble from intentional semitone movement.

Built with

ReactTypeScriptVitePitchy+3
Nexus Knowledge Graph

Nexus Knowledge Graph

Cross-domain literature correlation

Nexus is a research workflow system for finding non-obvious relationships across large bodies of biomedical literature. Instead of manually scanning papers in isolation, it extracts entities, relationships, evidence trails, and candidate mechanisms into a searchable knowledge graph.

Built with

PythonPubMed APISQLitePostgreSQL+5

Film Credits

Feature films.

FX artist at Method Studios and Luma.

Spider-Man: Far from Home

Luma Pictures

2019

Captain Marvel

Luma Pictures

2019

Aquaman

Method Studios

2018

Jojo Rabbit

2019

Terminator: Dark Fate

Method Studios

2019

Jumanji: The Next Level

Method Studios

2019

It: Chapter Two

Method Studios

2019

Christopher Robin

Iloura

2018

Downhill

Method Studios

2020

Creation of the Gods I: Kingdom of Storms

Method Studios

2023

Toolkit

A broad working toolkit.

Tools I've used to ship, prototype, and debug real systems. I move between 3D, graphics, real-time engines, web, data, and production tools, carrying patterns across domains and turning new knowledge into working systems.

Creative & 3D

Production tools for VFX, game assets, procedural geometry, and physical fabrication.

Graphics & Realtime

Realtime rendering, shaders, camera/media pipelines, and computer-vision foundations.

Languages

Implementation languages, scripting layers, and shader dialects used across tools and pipelines.

Web & Product

Interfaces, storefronts, dashboards, and deployable product prototypes.

Data & Infrastructure

Storage, graphs, queues, and structured evidence pipelines for research and production systems.

General Tools

Everyday professional tools for planning, documentation, reporting, and delivery.

  • Microsoft Office
  • Google Workspace
  • Excel / Sheets
  • Documentation & Reporting
  • Project Planning

About

I like problems where creative judgement, technical systems, and messy real-world constraints all meet.

I started in film as an FX artist at Method Studios and Luma. From there the work moved into games and real-time: a Houdini-driven Unreal pipeline for my unreleased title Lucen (grant-funded, with a SideFX guest talk at GDC 2020), a destruction toolkit on the Unreal marketplace, and Highrise, an unreleased floor-by-floor roguelike with visceral first-person combat, over-the-top violence, procedural layouts, dismemberment, destruction VFX, and custom UE5 shading.

The throughline is building visual systems that work in-engine: procedural assets, realtime VFX, shaders, gameplay interactions, and custom tools that keep the art flexible while the game is changing.

I'm also comfortable making technical systems understandable to other people, through the SideFX/GDC talk, public devlogs, and one-on-one VFX tutoring.

Currently

Building realtime VFX, tools, and games

Interested in

Technical art, realtime VFX, procedural systems, and tools for games

Communication

SideFX/GDC technical talk, public devlogs, and one-on-one VFX tutoring

Looking for

VFX / technical art roles in games and real-time, Melbourne or remote

Location

Melbourne, VIC

Contact

Let's work together.

Looking for VFX / technical art roles in games and real-time. Melbourne or remote.

© 2026 Kristian Kebbe

Melbourne, VIC