About Me

My name is Max Kruf and I am currently studying game programing at Breda University of Applied Sciences (BUAS). My main focus is on creating tools and graphics. I love working together with both artist and programmers, making sure they have the right tools available to create their vision and building towards a beautiful result.… Continue reading About Me

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TAO – Vertex Animation

The vertex animation package is a solution with the goal of having thousands of units on screen at the same time, each one controlled by its own animation state. Project Details I worked on this project while I was part of the Tech Art Outsource team. This tool was build for project Castle, it’s a… Continue reading TAO – Vertex Animation

TAO – Landscape Material

An interactive landscape material/shader for Unreal Engine 4. Project Details The shader was initially developed during the prototype phase for the game Til Nord. They needed a shader where the vehicle and other objects interact with the snow on the terrain. During development the shader got build into an generic landscape shader that could be… Continue reading TAO – Landscape Material

TAO – Texture Combiner

A tool to quickly combine multiple textures into one. It is available for WebGL and Windows. This tool was made during development of the landscape shader. This shader used packed textures to reduce the amount of samples needed. In order to allow the end-users to quickly create their own packed textures I created this tool.… Continue reading TAO – Texture Combiner

Levis Umbra

Levis Umbra offers to bring back the Stealth genre to its roots.We offer an experience entirely based on sneaking and stealth dynamics.Armed only with a hacking device, the protagonist will have to open a way deep inside the core of an underground mining factory, taken over by a defecting AI. Avoiding the enemies is the… Continue reading Levis Umbra

Ray Tracer

A ray tracer made in C++ to learn about math, data structures, algorithms and of course ray tracing. It uses SFML to display the output. The math library is made by hand.

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DROUGHT

INTRODUCTION In a solar flare ravaged world over 20 years into the future, humanity is in a struggle for resources. Most of the earth’s water supply has been radiated into space before the earth’s magnetic field could restore itself. A small group of survivors set out through the ravaged world to find a government build… Continue reading DROUGHT

MA_TextureAtlas

A Unity editor extension for creating texture atlases. You can combine textures and automatically remap the UV’s for the 3D models. (Using 3D models is optional, you could even only use it to remap the models UV’s but I don’t see a useful use case for that 😛 ) By having full control over the… Continue reading MA_TextureAtlas

MSUI - Unity HoloLens UI Shader

Unity HoloLens UI Shader

When building for the Microsoft HoloLens there are a lot of new opportunities, challenges and designs when it comes to building a User Interface. But at the moment the field of view is quite limited and you (or at least I) don’t want to ‘cut off’ to many visuals on my screen. By cutting of… Continue reading Unity HoloLens UI Shader