Category: Work

  • 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.

  • Slot Games

    Slot Games

    I worked as a contractor for TGS Gaming, where I contributed to the development of six games. Due to NDA agreements, I’m unable to share specific details or showcase the projects.

    All titles were developed using Unity3D, with a primary focus on 2D gameplay. We made extensive use of Spine for art production and animation integration, and utilized TexturePacker to optimize texture atlases for performance and efficiency.

    I`ve worked on:

    Art Production Pipeline
    • Helped Artists in the art production.
    • Creating samples for other artists.
    • Implemented the assets in the engine.
    • Reviewing assets.
    • Folder Structure.
    Shaders and Vfx
    • Base shaders.
    • Vfx shaders.
    • TextMeshPro Shaders.
    • Spine Shaders.
    • Custom VFX components.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Debug and profiling.
    Systems
    • VFX system.
    • Custom Culling Scripts.
    • Custom Image Components.
    • Custom TextMeshPro Scripts.
    • Game UI.

  • 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.
  • Forest Fall

    Forest Fall

    Adventure game for mobile, where you are a mice helping to rebuild your town after a catastrophe.

    For this project I was assigned to help with:

    Shaders and Vfx
    • Vfx shaders.
    • Particle Systems.
    • Lighting Setup.
    • Post Processing.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Graphics Settings.
    • Debug and profiling.
    Systems
    • Quick Terrain Setup.

    asdadadad

  • 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.

  • Oh Ship!

    Oh Ship!

    • Multiplayer Pirate Game.
      • VFX
      • Shaders.
      • Terrain Setup.
  • 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.
  • Robot Head Controller

    Robot Head Controller

    • Controller and setup application for robotic head.
      • 3D models
      • Development
  • 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.
  • Safety Assessment VR

    Safety Assessment VR

    • Training in Virtual Reality for Industry.
      • Storyboarding.
      • Development.
  • ProGlide Training VR

    ProGlide Training VR

    • Made for Oculus Quest.
    • Showroom and training vr application for the device ProGlide.
      • Storyboard.
      • Development.
  • Head Anatomy VR

    Head Anatomy VR

    • Visualize and manipulate a human head in VR.
      • Solo Developer.
  • Balloon Ride VR

    Balloon Ride VR

    • Real Estate showroom using a VR balloon ride.
      • Solo Developer.
  • HyperLoop VR Experience

    HyperLoop VR Experience

    • VR showroom for the concept of hyperloop.
      • Storyboarding.
      • Development.