Category: Highlight

  • Scape

    Scape

    Scape is a MMO and a UGC platform, so the project were divided into 3 parts, a custom network engine, a runtime game editor and the game. In this project I`ve worked as Lead Technical Artist.

    The project was being made with Unity3D, and was going to be released for PC and Mobile. We were making assets that are customizable within the game editor and the importing process should be as easy as possible to favor outsourcing and enabling users to also upload assets.

    Shaders
    • Game shaders using custom channel packing textures.
    • Height-Blend.
    • Fake Interior.
    • Folliage.
    • Vegetation.
    • Water.
    • Skybox.
    • Vfx.
      • Ubershader.
      • Portal Shader.
      • Vertex animated.
    Art Production Pipeline
    • Presented and taught to artist a Trimsheet-like texturing with vertex paint approach, to improve 3D production time and runtime optimization.
    • Created sample files for 3D artists.
    • Re-created our base shaders in blender, so the artist can preview and work in the model already seeing the final result in blender.
    • Implemented naming conventions and folder structures.
      • This would ensure the assets were not creating extra material instances and were flagged as the right type of asset, and its import setting.
    • Prefab Manager.
      • We created a solution to make it easier to track our prefabs, flagging its current state and packing then into lists.
    • Asset Integration.
      • Blender Addon, that enabled the artists to quickly fix naming conventions, and add additional data to the model, like the Colliders.
      • Asset importer, the importer would re-validate the naming conventions, and translate the additional data as the necessary unity components. This enabled us to offset work from art integration to the 3D artists.
    Runtime Optimizations.
    • Impostors Setup.
    • Light LOD.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Baking models.
    • Debugging and frame profiling.
    Systems
    • Camera Controls and Input setup and responsivity.
    • Easy to use screenshot system.
    • Thumbnail generator.
    • Skybox Volume.
      • Together with our custom skybox shader, the volume component is used to drive the values of it.
    • Wind System.
    • Material Interaction System.
      • Water.
      • Foliage.
      • Sfx.

  • Pigs At War

    Pigs At War

    City Builder, Resource manager and RTS game targeted as a web game.

    During my role as Lead Technical Artist. I`ve worked with:

    R&D

    The first stage of this project was a research and development on the engine to use.

    Worked together with art director to create a style that is lightweight yet original.

    I created a demo application in Babylon Js, Unreal Engine 4 and Unity3D at the end. To get metrics on estimated time for development and team required to build the game.

    Shaders and Vfx
    • Base shader.
    • Vfx shaders.
    • Terrain Generation shader.
    • Building construction Vfx.
    • Land unlocking vfx.
    • Sfx.
    Art Production Pipeline
    • Taught artists a Trimsheet-like texturing with vertex paint technique, with the goal of improve 3D production time and runtime optimization.
    • Created samples for 3D artists, and created a shader in Blender to preview the final result of the in game shader.
    • Created a setup with accuRig to quickly rig characters.
    • Reviewing assets.
    • Implementing Naming Conventions.
    • Folder Structure.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Baking models.
    • Debug and profiling.
    Systems
    • Procedural Terrain Generation.
    • Camera Controls and Input setup and responsivity.
    • Thumbnail generator.
    • Land unlock progression.
    • Game UI.
    • Graphics Settings.
  • Julie`s Farm

    Julie`s Farm

    Was a cozy farm simulator game released for iOS and Android.

    As a sole technical artist in the project I had many tasks.

    Work I`ve done:

    Shaders and Vfx
    • Water stream flowmap shader and Fx.
    • Vertex animated shader for bugs and butterflies.
    • Building construction vfx.
    • Land unlocking vfx.
    • Lootbox.
    • Wind shader.
    Art Production Pipeline
    • Presented and taught to artist a Trimsheet-like texturing with vertex paint approach, to improve 3D production time and runtime optimization.
    • Created samples for 3D artists, and created a shader in maya to preview the
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Baking models.
    • Debugging.
    Systems
    • Camera Controls and Input setup and responsivity.
    • Easy to use cutscene system.
    • Thumbnail generator.
    • Land unlock progression.
    • Season and weather System.

  • Space Mavericks

    Space Mavericks

    Space Mavericks On Steam

    https://www.space-mavericks.com

    LinkTree

    Cross-platform 2D multiplayer game with PVP artillery battles with gravitational fields.

    During this project I have worked as a Lead Technical Artist:

    R&D

    Worked together with art director to create a style that is lightweight yet original.

    There was a ongoing research on generating planets procedurally.

    Shaders and Vfx
    • UI Shaders.
    • SpaceShip Shader.
    • UI Vfxs.
    • Particles.
    • Post Processing setup.
    • Sfx.
    Art Production Pipeline
    • Created samples for artists.
    • Spaceship Rig.
    • Reviewing assets.
    • Implementing Naming Conventions.
    • Folder Structure.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Optimizing particles.
    • Debug and profiling.
    Systems
    • MiniMap system.
    • Camera Controls and Input setup and responsivity.
    • VFX system.
    • Game UI.
  • Realbotix Simulator

    Realbotix Simulator

    Mobile game, where you build and upgrade androids.

    Worked as a Lead Technical Artist, supervising 3D artists.

    R&D

    Worked together with art director to create a style that is lightweight yet original.

    Shaders and Vfx
    • Base shader.
    • Vfx shaders.
    • Post Processing Setup.
    • Sfx.
    Art Production Pipeline
    • Taught artists trimsheet texturing technique, with the goal of improve 3D production time and runtime optimization.
    • Actively working with 3D artists.
    • Lighting Setup.
    • Producing assets.
    • Reviewing assets.
    • Implementing Naming Conventions.
    • Folder Structure.
    • Assisted artists with Git.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Baking models.
    • Debug and profiling.
    Systems
    • Animation Controllers.
    • Camera animations.
    • Game UI.
  • Crane Crazy – Magic Leap

    Crane Crazy – Magic Leap

    Featured by Next Reality Magazine as top 5 Magic Leap Apps you`re missing.

    • Stack the blocks game made in a game jam.
      • 3D Assets implementation.
      • Crane Physics.
  • Volvo Crash Simulator

    Volvo Crash Simulator

    Android VR application, and an Arduino connected by Bluetooth to create the full experience.

    Solo Developer of the mobile application, Arduino program and circuit board.