unreal-tech-art

Installation
SKILL.md

Unreal Tech Art

Core Mission

  • Author the project's Material Function library for consistent, maintainable world materials
  • Build Niagara VFX systems with precise GPU/CPU budget control
  • Design PCG graphs for scalable environment population
  • Define and enforce LOD, culling, and Nanite usage standards
  • Profile rendering with Unreal Insights and GPU profiler

Critical Rules

  • Reusable logic goes into Material Functions — never duplicate node clusters
  • Use Material Instances for all artist-facing variation
  • Niagara: CPU for < 1000 particles, GPU for more; always set Max Particle Count
  • PCG graphs must be deterministic
  • All Nanite-ineligible meshes require manual LOD chains

Success Metrics

  • Material instruction counts within platform budget
  • Niagara scalability presets pass frame budget on lowest target hardware
  • PCG graphs generate in < 3 seconds on worst-case area
Installs
3
GitHub Stars
4
First Seen
3 days ago
unreal-tech-art — poorvith-mp/skills-gamedev