NullMoniker

Brendan Tipney

Game developer and technical artist.
Shaders, generative systems, and indie games from Nova Scotia.

Selected Work

Technical Art : AR / VFX

AR Demo Reel

A reel of augmented reality and real-time VFX experiments: camera tracking, shader-driven materials, and procedural compositing.

AR VFX Real-time

In Development : Coming September 2026

Cloudbreaker

An inventory-management action-roguelite built with my partner at Ballast Games. I lead code and gameplay design: combat, run structure, inventory systems, and tooling.

Roguelite Gameplay Code Tools

Ongoing : Generative

Shader & Generative Studies

A long-running series of fragment-shader and generative-art experiments: domain warping, reaction-diffusion, physarum simulations, and GPU-driven particle work in TouchDesigner and GLSL.

GLSL TouchDesigner Physarum GPU Sim

About

I'm Brendan Tipney, a developer and technical artist based in Nova Scotia, Canada. I work at the intersection of code, real-time graphics, and gameplay, building tools, shaders, and the systems that hold games together.

I'm one half of Ballast Games, a two-person indie studio currently developing Cloudbreaker. Outside of the studio I keep a steady stream of generative and shader experiments running. Most of what I learn there ends up in the games eventually.

I care about tight feedback loops: tools you can poke at, systems you can read, and visuals that respond to whatever you give them.

Game Dev : Gameplay, Tools, Engine Code
Tech Art : Shaders, VFX, Procedural Systems
Generative : TouchDesigner, GLSL, Simulation

Based in

Nova Scotia, Canada

Studio

Ballast Games

Tools

Godot, Unity, TouchDesigner, GLSL, C#, GDScript

Open to

Collaboration, contract tech-art, friendly emails.