/ About

Currently Atmospherics Lead at Guerrilla.  Also developing the real-time  voxel-based volumetric Cloud Systems at Guerrilla for the Horizon Franchise games. 

Previously Senior FX TD at Blue Sky Studios, specialized in clouds and other volumetric effects.

B.F.A. Computer Art, Savannah College of Art and Design

/ Publications

Nubis, Cubed: Methods (and madness) to model and render immersive real-time voxel-based clouds  (SIGGRAPH 2023 Course - Advances in Real-time Rendering in Games)       


Nubis, Evolved: Real-time Volumetric Clouds for Skies, Environments and VFX (SIGGRAPH 2022 Course - Advances in Real-time Rendering in Games)       


The Real-time Volumetric Superstorms of Horizon Forbidden West (GDC 2022 Talk)       


Nubis: Real-time Volumetric Cloudscapes in a Nutshell  (Eurographics 2018 Talk)       


Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine  (SIGGRAPH 2017 Course - Advances in Real-time Rendering in Games)      


Real-Time Volumetric Cloudscapes for Games  (GPU Pro 7 Article: pp 76-112)


The Real-Time Volumetric Cloudscapes of Horizon: Zero Dawn  (SIGGRAPH 2015 Course - Advances in Real-time Rendering in Games)


Crafting the Vision Effect: An Interactive Particle-Based Hologram for Epic  (SIGGRAPH 2013 Talk)


A World of Voxels: The Volumetric Effects of Ice Age: Continental Drift  (SIGGRAPH 2012 Talk)      



Clouds in the Skies of Rio: A Raytraced Volumetric Cloud Solution  (SIGGRAPH 2011 Talk)    

/ Contact

E-Mail:  andrew@schneidervfx.com

Twitter:  @vonschneidz

Mastodon: @AndrewSchneider@mastodon.gamedev.place

LinkedIn:  schneidervfx