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37 changes: 33 additions & 4 deletions index.md
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Expand Up @@ -12,10 +12,31 @@ Hello! I am **Kurorekishi**, an **Unreal Engine 5 C++ Developer** and **Technica
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:** Unreal Engine 5 (C++, HLSL), Cocos Creator 3.8 (TypeScript)
- **Languages:** C++, TypeScript, Java, Objective-C, HLSL, Python
- **Tools:** Jenkins (CI/CD), Git, Backlog, Node.js
- **Specialties:** Editor Tool Development, Procedural Material, Technical Art, Team Leadership

**Game Engines**
<br>
![Unreal Engine](https://img.shields.io/badge/Unreal_Engine_5-313131?style=flat-square&logo=unrealengine&logoColor=white)
![Cocos Creator](https://img.shields.io/badge/Cocos_Creator_3.8-555555?style=flat-square)

**Languages**
<br>
![C++](https://img.shields.io/badge/C%2B%2B-00599C?style=flat-square&logo=c%2B%2B&logoColor=white)
![TypeScript](https://img.shields.io/badge/TypeScript-3178C6?style=flat-square&logo=typescript&logoColor=white)
![Python](https://img.shields.io/badge/Python-3776AB?style=flat-square&logo=python&logoColor=white)
![HLSL](https://img.shields.io/badge/HLSL-5C2D91?style=flat-square)
![Java](https://img.shields.io/badge/Java-ED8B00?style=flat-square&logo=openjdk&logoColor=white)
![Objective-C](https://img.shields.io/badge/Objective--C-3A48A5?style=flat-square&logo=apple&logoColor=white)

**Tools**
<br>
![Jenkins](https://img.shields.io/badge/Jenkins-D24939?style=flat-square&logo=jenkins&logoColor=white)
![Git](https://img.shields.io/badge/Git-F05032?style=flat-square&logo=git&logoColor=white)
![Node.js](https://img.shields.io/badge/Node.js-339933?style=flat-square&logo=nodedotjs&logoColor=white)
![Backlog](https://img.shields.io/badge/Backlog-23ACBA?style=flat-square)

**Specialties**
<br>
Editor Tool Development • Procedural Material • Technical Art • Team Leadership

## Work Experience Highlights
- Lead Programmer (7 engineers, 25-person team)
Expand All @@ -26,13 +47,17 @@ With a strong focus on **asset management, workflow optimization**, and **tool d
## Projects

### 1. [MIRenamer](https://github.com/EmbarrassingMoment/MIRenamer)
![MIRenamer Screenshot](/assets/images/mirenamer.png)

**UE5 Plugin / Workflow Automation**

A powerful plugin for automating the naming of Material Instance assets.
* **Key Features:** Batch renaming, auto-renaming, command-line support, and multi-language support.
* **Distribution:** Available on [Fab](https://www.fab.com/listings/0523dde6-2cc5-4129-9d83-78584910d5a5).

### 2. [ProceduralDrawingMaterialSamples](https://github.com/EmbarrassingMoment/ProceduralDrawingMaterialSamples)
![ProceduralDrawingMaterialSamples Screenshot](/assets/images/procedural_drawing.png)

**UE5 Sample Project / Technical Art**

A collection of textureless procedural material samples demonstrating advanced shader techniques.
Expand All @@ -41,13 +66,17 @@ A collection of textureless procedural material samples demonstrating advanced s
* **License:** MIT License.

### 3. [TextureChannelPacker (RGBPackingTool)](https://github.com/EmbarrassingMoment/RGBPackingTool)
![TextureChannelPacker Screenshot](/assets/images/texture_packer.png)

**UE5 Plugin / Asset Optimization**

A utility for packing grayscale textures into RGBA channels, essential for optimizing game assets.
* **Key Features:** Creates ORM/ORD/ORM maps, supports 16-bit/32-bit textures, and includes automatic resizing capabilities.
* **Distribution:** Available on [Fab](https://www.fab.com/listings/7b231ecc-079f-45dc-9b8e-45dacc6b0771).

### 4. [QuickBaker](https://github.com/EmbarrassingMoment/QuickBaker)
![QuickBaker Screenshot](/assets/images/quick_baker.png)

**UE5 Plugin / Material Baking**

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.
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39 changes: 34 additions & 5 deletions ja.md
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Expand Up @@ -13,10 +13,31 @@ permalink: /ja/
**アセット管理**、**ワークフローの最適化**、そして**ツール開発**に重点を置き、アーティストが効率的に作業でき、クリエイティビティを最大限に発揮できる環境づくりを目指しています。

## 技術スキル (Technical Skills)
- **ゲームエンジン:** Unreal Engine 5 (C++, HLSL), Cocos Creator 3.8 (TypeScript)
- **言語:** C++, TypeScript, Java, Objective-C, HLSL, Python
- **ツール:** Jenkins (CI/CD), Git, Backlog, Node.js
- **専門分野:** エディタツール開発, プロシージャルマテリアル, テクニカルアート, チームリーダーシップ

**Game Engines**
<br>
![Unreal Engine](https://img.shields.io/badge/Unreal_Engine_5-313131?style=flat-square&logo=unrealengine&logoColor=white)
![Cocos Creator](https://img.shields.io/badge/Cocos_Creator_3.8-555555?style=flat-square)

**Languages**
<br>
![C++](https://img.shields.io/badge/C%2B%2B-00599C?style=flat-square&logo=c%2B%2B&logoColor=white)
![TypeScript](https://img.shields.io/badge/TypeScript-3178C6?style=flat-square&logo=typescript&logoColor=white)
![Python](https://img.shields.io/badge/Python-3776AB?style=flat-square&logo=python&logoColor=white)
![HLSL](https://img.shields.io/badge/HLSL-5C2D91?style=flat-square)
![Java](https://img.shields.io/badge/Java-ED8B00?style=flat-square&logo=openjdk&logoColor=white)
![Objective-C](https://img.shields.io/badge/Objective--C-3A48A5?style=flat-square&logo=apple&logoColor=white)

**Tools**
<br>
![Jenkins](https://img.shields.io/badge/Jenkins-D24939?style=flat-square&logo=jenkins&logoColor=white)
![Git](https://img.shields.io/badge/Git-F05032?style=flat-square&logo=git&logoColor=white)
![Node.js](https://img.shields.io/badge/Node.js-339933?style=flat-square&logo=nodedotjs&logoColor=white)
![Backlog](https://img.shields.io/badge/Backlog-23ACBA?style=flat-square)

**専門分野 (Specialties)**
<br>
エディタツール開発 • プロシージャルマテリアル • テクニカルアート • チームリーダーシップ

## 主な職務経歴 (Work Experience Highlights)
- リードプログラマ (エンジニア7名、チーム25名)
Expand All @@ -27,13 +48,17 @@ permalink: /ja/
## プロジェクト (Projects)

### 1. [MIRenamer](https://github.com/EmbarrassingMoment/MIRenamer)
![MIRenamer Screenshot](/assets/images/mirenamer.png)

**UE5 Plugin / ワークフロー自動化**

Material Instanceアセットの命名規則を自動化するための強力なプラグインです。
* **特徴:** バッチリネーム、自動リネーム、コマンドライン対応、多言語対応。
* **配布:** [Fab](https://www.fab.com/listings/0523dde6-2cc5-4129-9d83-78584910d5a5) で公開中。

### 2. [ProceduralDrawingMaterialSamples](https://github.com/EmbarrassingMoment/ProceduralDrawingMaterialSamples)
![ProceduralDrawingMaterialSamples Screenshot](/assets/images/procedural_drawing.png)

**UE5 Sample Project / テクニカルアート**

高度なシェーダー技術を実証する、テクスチャレスなプロシージャルマテリアルのサンプル集です。
Expand All @@ -42,16 +67,20 @@ Material Instanceアセットの命名規則を自動化するための強力な
* **ライセンス:** MIT License。

### 3. [TextureChannelPacker (RGBPackingTool)](https://github.com/EmbarrassingMoment/RGBPackingTool)
![TextureChannelPacker Screenshot](/assets/images/texture_packer.png)

**UE5 Plugin / アセット最適化**

グレースケールテクスチャをRGBAチャンネルに統合するユーティリティで、ゲームアセットの最適化に不可欠です。
* **特徴:** ORM/ORD/ORMマップ作成、16-bit/32-bitテクスチャ対応、自動リサイズ機能。
* **配布:** [Fab](https://www.fab.com/listings/7b231ecc-079f-45dc-9b8e-45dacc6b0771) で公開中。

### 4. [QuickBaker](https://github.com/EmbarrassingMoment/QuickBaker)
![QuickBaker Screenshot](/assets/images/quick_baker.png)

**UE5 Plugin / マテリアルベイク**

動的なマテリアル表現を静的なテクスチャへ効率的に変換するためのエディタツールです。プロシージャルノイズやSigned Distance Fields (SDF)、LUTなどをエンジン内で直接ベイクすることが可能です。
動的なマテリアル表現を静的なテクスチャへ効率的に変換するためのエディタツールです。プロシージャルノイズやSigned Distance Fields (SDFs)、LUTなどをエンジン内で直接ベイクすることが可能です。
* **特徴:** アセット(.uasset)への直接保存およびディスクへのエクスポート(PNG/EXR)、16bit浮動小数点精度のサポート、自動命名やディレクトリ管理などのワークフロー最適化機能。
* **ライセンス:** MIT License。
* **配布:** [Fab](https://www.fab.com/listings/b53f5488-9b96-43cd-9963-e9fedafb56e9) で公開中。
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