
Realtime VFX Artist
Gawain Baumann
Realtime visual effects for games and interactive production, with the process behind every finished frame.
My workflow
From simulation to a finished effect
Each effect starts with a clear simulation goal, then balances fidelity against real-time performance budgets. Textures and references are gathered early so every decision can be checked against the target look.
Simulation
Particle, fluid, and smoke systems are tuned for believable motion within the frame budget.
Textures
Flow maps, noise sheets, and material references are built to read clearly at game-resolution scale.
Performance
Every effect is profiled in engine so the finished result holds up in interactive production.

The artist
Realtime VFX, shaped by technical craft
I make realtime visual effects and show the decisions behind the finished result. My background sits between simulation technique and art direction, with a focus on effects that read clearly in motion.