More demos to be described soon-ish. You can look forward for procedural building placement for villages/cities and generating road network with crossroads. Current work is under NDA, so I have to make new demos :).
To learn more about shaders and game engines in general, I've spent about a year of my spare time developing a rendering/game engine in Python and OpenGL. The journey took a long time, but I've managed to write Forward and Deferred Renderer supporting old diffuse-normal-spec workflow, extended reflections and full PBR rendering model. All of the shading models are switchable in real-time. Most of the important features like shadow mapping, improved SSAO, tone mapping, FXAA and Natural Bloom were implemented too.
Here you can find some of the Realtime VFX I've been working on lately. The content on the page is WIP regarding to dependency on other assets and in most cases on work of other people.
If you are interested in technical skills, check out my LinkedIn Profile.
If you are interested in other art stuff or tests I made, checkout my ArtStation.
If you are interested in my old stuff dump or handpainted textures, checkout my DeviantArt.
To see my old VFX and other things, you can visit my Youtube channel. Current realtime VFX presentation will be done in the future. However in the meantime, some of the videos are listed below:
BlenderFreak is a Django powered website about Blender, game engines and a bit of programming which also serves as portfolio presentation.
Pavel Křupala currently works as Technical Artist in the game industry and has huge passion for CG, especially Blender.