Jordan Hogan
Featured Work

2022 - Personal Project
UE4
This work is a personal project I have developed within the space of a few hours during time off from work.
The project started by trying to create an editible spline controlled base that I could use to set up a custom content example level. It then morphed into a more theoretical experiment aimed towards a technical artist role.
I decided to create a spline controled river that can be edited in multiple ways. There is currently a scale adjustment along with a location and rotation adjustment for the river mesh to seamlessly follow.
I have attempted to create a water material quickly using a few overlapping water normal maps to create the illusion of moving water but all of this is editable within the blueprint through a material instance.
This was a little experiement to show that i am capable of using multiple different aspects of Unreal Engine 4 to a competent degree with room for improvment given more development time.

2016 - West Midlands Police Work (Interactive Crime Scene)
This work is from an assignment that was completed at University.
The task was to recreate a crime scene based on photographs and measurements that I took while I had access to the scene.













2017 - Wildfire Game
(Uni Final Major Project)
This game was my submission for my final major project at university.
The goal of the game is to maneuver the helicopter to a water source where the player can fill up the bucket to extinguish fires around the map.
When all of the fires were put out the next map would play.












This is a custom made pine tree model that I created specifically for the game Wildfire.
There are two variants of the pine tree. One is a high poly model used for high LODs and another which is low poly for low LODs.
2017 - Pine Tree Model
(Wildfire Game)
2014 - Shire Contract Work
(Work based learning)
This is examples of work I completed when working for a 3D visualization company named Shire.
The task was to create photorealistic visualizations of proposed building work. 3DS Max and Photoshop were the main programs that were used to render and place the objects into photographs of the scene,











