Zed Poirier


Shaders Visual Effects Design Coding Tooling 3D Pipeline

Techinal Artist & Realtime VFX Specialist


Senior level experience with a strong focus on stylized gameplay clarity, shader systems, and performant visual effects across Unity, Unreal, and custom rendering workflows.


I specialize in the space where art direction, player readability, and technical problem-solving intersect. Building shaders, gameplay-driven VFX, and production-ready tools that elevate both visual impact and iteration speed. My recent work has centered on stylized effects, VR/mobile optimization, and close collaboration with art and engineering teams to solve complex visual challenges.


Please reach out via email (button below) and tell me all about the weird shaders or fancy particles in your latest project!

PROJECTS

Cloudhead Games

Visual Effects Shaders Tooling

At Cloudhead Games, I contributed as a Technical Artist focused on real-time shaders and gameplay-driven VFX systems for immersive VR interactions.


My work centered on improving player feedback, visual readability, and runtime performance across highly interactive systems, often adapting quickly to evolving production constraints and cross-discipline needs. While much of the work remains under NDA, this role reflects my strength in hands-on ownership of production-ready visual systems within a major VR studio pipeline.

God of Riffs (VR)

Visual Effects Shaders Tooling

At Boss Music Games, I focused on gameplay-driven VFX and technical art solutions that strengthened combat readability, impact timing, and player responsiveness.


Working closely with design and art stakeholders, I built stylized real-time effects and shader logic that solved clarity challenges while staying within strict performance budgets. This project best reflects my approach to balancing visual impact, iteration speed, and production-conscious implementation.


Cylindris

Design Coding Tooling

A VR Tetris clone in its full cylindrical glory.


This experiment was a proof of concept aimed at solving the complex problem of bringing the 2D classic into a fully immersive VR experience. Built with the Godot game engine, with a focus on minimal gesture based controls.


Civic Story

3D Pipeline Shaders Tooling

A visual novel style project focused on Canadian politics with a comic book aesthetic.


Combined a variety of custom shaders and full screen effects to push the visual quality. Examples include a custom outline system, a page turn effect, and a custom character shader.


Seasonspree

Shaders Visual Effects Tooling

Cozy, cute, and chill game made with Unity.


Created a variety of bespoke shaders and visual effects to enhance the enviroments of the game world.


Shader Playground

Shaders Coding Tooling

An exploration of shader techniques.


Using a handmade OpenGL C++ renderer I've been experimenting with noise, raymarching, matrix transformations, and other techniques to produce visual effects using mostly GLSL.

Flicker VR

Design Coding 3D Pipeline

An assymetrical local multiplater VR game.


One player explores the haunted house to uncover its mysteries, while the other player haunts and stalks the intruder to its domain.


Dust Bowl Plinko

Coding Visual Effects Tooling

A physics based plinko game clone where a tumbleweed travels across different lands by the power of the wind.


Created with Google Blocks, 3DS Max, and Unity. The tumbleweed was modelled in VR as an experiment.