Welcome to my Website
A Brief Introduction
Hello! My name is Brandon Garvin, I’m a Senior Unreal Engine Engineer with over 12 years of Unreal experience, based in Alaska. This website serves as my professional portfolio and personal blog, showcasing my work from shipped commercial games to personal indie projects.
My expertise is in C++ and Unreal Engine, with a focus on engine-level programming, performance optimization, and console development for platforms like Xbox, PlayStation, and Switch. While I am primarily an engineer, I am passionate about all aspects of game creation, and can frequently be found practicing art, audio, design, and more.
To learn more about my experience please visit my About page, or navigate to the Projects page to see examples of my recent work. Below you’ll find some pictures of projects I’ve worked on and some recent blog posts.

Recent Posts
- Migrating Blueprint Structs to C++So I was recently migrating one of my game systems from blueprints to C++ because I needed the added performance and a few low-level…
- Unreal Engine 4 Voxel Terrain Tutorial Part 5: Using Multiple Voxel MaterialsAfter quite a long wait, we’re finally back with part 5 of the UE4 Voxel Terrain series! Today we’ll be adding support for multiple…
- Voxel Terrain in Unreal Engine 4 Part 4.5: Upgrading to 4.12And we’re back with another part of the Voxel Terrain in UE4 tutorial! While the last few versions of Unreal Engine 4 have done…
- Voxel Terrain In Unreal Engine 4 Part 4: Texturing The TerrainBack again with another part of the Unreal Engine 4 Voxel Terrain tutorial! In this part of the Voxel Terrain tutorial series we’ll be…
- Voxel Terrain In Unreal Engine 4 Part 3: Rendering The TerrainWelcome back to the UE4 Voxel Terrain tutorial, in the last part we tested our code via the PolyVox examples, and in this part…
- Voxel Terrain In Unreal Engine 4 Part 2.5: Testing Generation Using The PolyVox ExamplesIn the intermission between parts two and three, I figured giving you guys a way to test the code we wrote in part two…













