Category: Web

  • 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.
  • Case IH Venturion

    Case IH Venturion

    Virtual Showroom for agricultural automation systems.

    https://www.caseih.com/latam/Pages/virtualexperience.html

    I`ve worked as a contractor technical artist, focusing on:

    Shaders and Vfx
    • Wind Shader.
    • Vfx Shaders.
    • Particles.
    Art Production Pipeline
    • Procedural Animations.
    • Baking custom data in models for vfx.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Baking models.
    • Debug and profiling.
    Systems
    • Selecting suitable splines package.
    • Vfx control scripts.