Scott Foust

Hello, I'm

Scott Foust

Game developer since 1995. Technical artist, animator and programmer, working where art, code and games meet.

Background

I've been making games since 1995, and today I'm a technical designer. Along the way I've worked as an animator, modeler, technical artist, tools programmer, and gameplay programmer, but building gameplay prototypes and iterating quickly on an idea has always been my happy place. Early in my career, every game engine was proprietary; since 2010, every project I've worked on has used Unity or Unreal. My roots are in coding and 3D art, which is probably why I've always been drawn to the technical side of making images and interactive experiences.

Interests

Procedural generation

Terrain from noise and tile sets, and animation that evolves on its own.

Games with a purpose

Using game mechanics to change real-world behavior and train people for hard situations.

Rendering & graphics

Ray tracing from scratch, RenderMan shaders and HDR lighting.

Drawing

Figure and portrait drawing, where it all started.

Endeavors

Selected prototypes and experiments. The original web builds used the long-retired Unity Web Player, so videos are linked where available.

2015

Endless Curvy Road

A procedural terrain prototype that generates an endless road from noise and a 3D tile set.

2014

Behaviour Modification

Two prototypes of interactive game elements meant to change player behavior in the real world, focused on graffiti.

Teacher Stress Exercise

A game that simulates the stress of a student-teacher conference for pre-service teachers. Answer every student while keeping control of the classroom.

2011

Simple Skater

An experiment with Unity's ragdoll system, driven by buttons in the web page around the game.

2006

Genetic Animation

An evolutionary system for walk cycles. Ten bots with random movements learn to walk over generations of beneficial mutations.

2005

Ray Tracer

Written from the ground up, with OpenGL used only for display. Textures, reflections, anti-aliasing, area lights and shadows, and depth of field.

2005

RenderMan Shaders

SLIM shaders for car paint and shadows, lit with HDR lighting captured on location with a light probe.

2001

Low Poly Models

Organic and hard-surface models for video games.

Drawings

A few pieces I drew in 2000 while taking part-time classes at the Art Institute of California in San Francisco.

Say hello

The best way to reach me is by email.

scott@sfoust.net