YIGIT KANAT
TECHNICAL ARTIST
Hi! I'm Yigit, a technical artist from Turkey, and I've been making games for 4 years. While I have enjoyed both designing and programming games for years, I found my true passion in making Shaders, VFX and technical art. I love to solve problems while making games between the art and development sides.
It's a Puzzle game. I'm a Technical Artist on the team. I worked on the UI Implementations, Animation Implementations, Mechanic Implementations, custom shaders and optimization.
It's a Match3 game. I'm a Technical Artist on the team. I worked on the UI Implementations, custom shaders, optimization of the game and made significant optimizing.
It's a Runner Soft Launch game. I was the only Technical Artist on the team. So, I created all VFXs, Art Pipelines, shaders, and too many tools and optimization in the Fashion Squad! You can check the fancy and wonderful things in the game that I make :)
I’ve worked on High Heels! begging to finish. I made too many VFXs, optimization, 3D Models, shaders, tools and some UIs in High Heels! Also, I got too much live-service experience in High Heels! Also, I was the single artist in the game for 4 months.
I've worked on Hyper Casual games over than 25 that include launched games Punch Guys, Repair My Car!, Makeover Race.
Shader Graph
HLSL
Shader Graph
C# and Shader Graph
This is an external Shadow Bake tool for Unity. Normally, when you bake a shadow for an object in Unity, it bakes a shadow on the ground underneath the object and you cannot use this object separately from the scene. Also, achieving a nice and soft shadow look in Unity is not easy.
This tool creates separate shadow meshes and bakes under each of your objects, and at the same time, they are based on the same texture. Thanks to this method, you can use your objects in separate scenes, in separate prefabs, and with baked shadows in an optimized way in the transform you want. Also with the Shadow Shader that I made, you can get very nice and soft shadow like on the image.
Shader Graph and C#
Using cloth simulation in Unity is not good for performance on mobile devices. I made this Cloth Shader to fake the movement and feeling in a more performance way. As you see in the video, vertexes of the cloth act like gravity applying them.
Shader Graph
It's a Light Beam VFX that changes visibility due to viewing angle.
It's wonderful when you use it in a good environment.
There are some waves on alpha because of the recording :)
C# and HLSL
There are many ways to try Cloth Customization, but if the models have already been prepared and there is no time to edit them, how do you use two items on top of each other without conflict?
In my system, the object on the outer layer, let's say a jacket, comes with a mask within itself. The object in the inner layer, let's say a t-shirt, comes with a shader suitable for the system. You can mask this jacket by putting any product you want that has the shader on it. It can even be a jacket over a jacket :)
Blender Node Based Shader Editor
HLSL & C#
It's a very powerful way to render crowds.
Render 1600 animated models with 10 batches and without skinned mesh renderers.
C#
Rope Simulation with Verlet Integration
Blender
Blender and Unity
I made all models and VFX
Phone Number
+90 553 783 2646
yigitkanatt@gmail.com
Location
Izmir, Turkey