Deegan Kosen

Technical Artist

Specializing in creating procedural tools, shaders, and scripting, with a focus on helping teams bring their creative vision to life. I love learning new things and explore different ways of creating things.

Project Collections

The Signal

Intern-Junior Technical Artist

Houdini
UE 5
Shaders
PCG Framework

A first person survival game made by Goose Byte with a painted art style. It was my first internship and job in the industry. I was hired as a technical artist to create tools and shades for the art team. I made documentation and maintained the tool, fixing any issues and add new features when needed. I also assisted with profiling, optimization, and other miscellaneous art tasks.

Ubisoft NEXT (2025)

Technical Art, 2nd  Place

Houdini
UE 5
Shaders
3D Art

A project I made as a submission to Ubisoft NEXT Technical Art competition, which I got 2nd place. The theme was an abandoned camp site. In this project, I developed procedural tools using Houdini, shaders that brings the scene to life, and created the assets in the scene. I wanted to use this competition as an opportunity to learn and researched new techniques. By the end, I got second place in the competition and am proud of the result.

Individual Project Pages

Interactive Grass Shader

Ubisoft NEXT(2025), Tech Art 2nd Place

UE 5
Shaders

An interactive grass shader that uses a render target to drive the interaction. I wanted to add some interactivity and learn something new for this project, so I chose to add this feature.

Root on Object Generator

Ubisoft NEXT(2025), Tech Art 2nd Place

Houdini
UE 5

A tool that generates a root using a amesh object as an input. Main roots grow from the bottom of the mesh to the top and more roots branching of to the sides. This is built to complement a different root generator for this project.

Cliff Generator

Goose Byte, Technical Artist

Houdini

A procedural generator that the team used to create a set of modular cliffs and add new ones down the line. The generator takes in a base shape input, then creates a high poly cliff and the low poly version.

Vine Generator

Goose Byte, Technical Artist

UE 5
PCG Framework

A tool I made that places large amounts of vines inside a volume. The vines are created using Unreal’s PCG Component and a procedural mesh component, creating ribbon meshes and leaves instances.

Roots from Curves

Ubisoft NEXT(2025), Tech Art 2nd Place

Houdini
UE 5

I had an idea of having a monstrous plant attacking the campsite, surrounding and filling the area with its roots. A main root with sub-roots growing all over and overlapping each other while also sticking onto  surfaces.

Wind Shader

Ubisoft NEXT(2025), Tech Art 2nd Place

UE 5
Shaders

To keep up with the forest theme of this project, I added a foliage wind shader to add movement and liveliness to the scene.