About Me
Hello! I am Kurorekishi, an Unreal Engine 5 C++ Developer and Technical Artist based in Osaka, Japan. I specialize in bridging the gap between engineering and art, developing robust editor tools, and creating visually striking procedural content using C++, UE5, HLSL, and Python.
With a strong focus on asset management, workflow optimization, and tool development, I strive to create environments where artists can work efficiently and creativity can flourish.
Technical Skills
Game Engines
Languages
Tools & DevOps
Specialties
- Editor Tool Development
- Procedural Material / Technical Art
- Workflow Optimization & Team Leadership
Work Experience Highlights
- Lead Programmer (7 engineers, 25-person team)
- CI/CD Pipeline Implementation (Jenkins, build optimization)
- Artist/Planner Coordination & Workflow Optimization
- Junior Developer Training (2 developers, 3-month program)
Projects
1. MIRenamer
UE5 Plugin / Workflow Automation
Batch Renaming Demo
Context Menu Integration
A powerful plugin for automating the naming of Material Instance assets with intelligent pattern recognition and customizable prefixes.
- Key Features: Batch renaming, auto-rename on creation, command-line support (Commandlet), and multi-language UI (English/Japanese).
- Technical Highlights: Context menu integration, asset registry scanning, intelligent base name extraction from multiple naming patterns, and CI/CD pipeline support.
- Distribution: Available on Fab.
2. ProceduralDrawingMaterialSamples
UE5 Sample Project / Technical Art
Radar Sweep
Retro TV Effect
Page Curl Transition
Snow Crystal
A collection of textureless procedural material samples demonstrating advanced shader techniques.
- Key Features: Includes diverse effects such as radar, animations, snowflakes, and transitions.
- Community: Highly regarded with 145+ stars and 13+ forks on GitHub.
- License: MIT License.
3. TextureChannelPacker (RGBPackingTool)
UE5 Plugin / Asset Optimization
Workflow Demo
UI Overview
A high-performance utility for packing grayscale textures into RGBA channels, essential for optimizing game assets and creating industry-standard texture maps.
- Key Features: Creates ORM/ORD maps, supports 16-bit/32-bit float textures, automatic resizing with high-quality bilinear interpolation, and multi-language UI (English/Japanese).
- Technical Highlights: Multi-threaded parallel processing for fast conversion, extended format support (G8, G16, R16F, R32F, RGBA32F), cancellable progress dialog, and intelligent default handling (black for RGB, white for Alpha).
- Distribution: Available on Fab.
- License: MIT License.
4. QuickBaker
UE5 Plugin / Material Baking
Baking Workflow
UI Overview
A lightweight editor tool designed to streamline the conversion of dynamic material expressions into static textures. It enables efficient baking of procedural noise, Signed Distance Fields (SDFs), and LUTs directly within the engine.
- Key Features: Supports direct-to-asset baking (.uasset) and disk export (PNG/EXR), high-precision 16-bit float output, and workflow optimizations such as auto-naming and directory management.
- License: MIT License.
- Distribution: Available on Fab.
Technical Writing
- [UE5] Implementing a Circular Wipe Transition - Qiita
- A technical guide on creating a circular wipe post-process effect in Unreal Engine 5.
- Read on Qiita (Japanese)
GitHub Activity
Contact & Links
- GitHub: EmbarrassingMoment
- Twitter/X: @endwar1338
- Fab: My Listings