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Valiant heroes
The protagonists were arguably the most important component of the project as they were to be featured front-and-center on everything. The concepting and execution was a collab effort.
The creative process was lengthy and it was all-hands-on-deck. Ultimately that turned into too-many-cooks and the multitude of creative concepts were scrapped in favor of a generic character design based on a paperdoll and reference boards.
Time constraints took a big bite out of the focus and care that these characters should have gotten.
Dangerous enemies
3 in-house artists brought unique ideas to the Underworld,
Hyperworld and Overworld fauna. These were my share.
I'm most proud of the Arcstrider and Sumobot.
Typhoon Two
I was in charge of handling this large mechanical fella from concept art to basemesh, 3d modeling, baking, texturing and base rigging.
Greatly amplified by spiffy animations and energetic VFX, I'm very proud how it turned out- it was one of the most stimulating parts of the project for me.
Though the brief just specified a fearsome crabby robot, I wanted to give it an identity, a face.
The tightrope was finding a look that was neither too deadly serious nor corny.
The Arcstrider
Another design I've made from concept to ingame model. Aside from being a tricky enemy to fight, he's been featured in the trailer.
Influenced by the Half-Life 2 striders, we needed a high-priority target that was a bit harder to reach, buying the lower tier enemies some time to fight and defend it.
I'm cool with how the overall look turned out, but I do I wish I had more time to invest in texturing. A lot of enemies shipped with just base grey metal coats instead of fully layered materials.
Boss Design
Mid-way through the project I took part in the boss brainstorming sessions. Some of the quick scribbles for attack stages and behaviors made it in, coded and implemented by my talented teammates.
Weapons
I was in charge of taking the weapon concepts all the way to in-game. I've modeled, textured, atlased, created materials and prefabs and rendered sprites for the UI for all of them.
Made a slice-based Photoshop exporter to deal with the batching.
Level Editor
I assisted our resident tools programmer Gyuri on the art side to put together the level editor. It was a tile-based system that used a multitude of blocks, ramps, and layers, all interconnected.
Loads o' notes
A sample of 5 years' worth of sketches, workflows & checklists.
- participated in ideation throughout- prototyping, brainstorming
- painted concept art for biomes, environments, characters, enemies and UI elements
- designed the look of the Typhoon Two from concept to rig
- designed a few boss arenas, attack patterns and looks
- created weapon models, textures, atlases, materials, effects
- did environment design, blockouts, set dressing, lighting
- created environment modules, ensured grid snapping
- fractured/ cleaned up meshes for explosions & physics fx
- created various props, complete with animations and VFX
- designed User Interface iconography
Creative 🖌
- Designed the Map Editor graphics and some functionality, Patterns and Rules for graphics placement, organized catalogue of Patterns, tested placements, useability.
- managed the environment Prefabs and ensured correct dynamic graphics placements based on Map Editor outputs
- adapted asset and kitbash packs to in-house workflow, setting correct offsets and pivots, grouping, naming, channel packing, testing with the level editor
- implemented Hotspotting workflow in pipeline, created texture atlases and hotspot maps
- created UV-independent World-Space material systems for large chunks of environment
- managed Collision, Lightmapping and Light Probes for all environments, did extensive testing
- performed optimization passes for Nintendo Switch compliance, texture optimizations, lightmap optimization
- optimized environments using Amplify Impostors, baked large chunks into textures
- created various custom shaders for environment, weapons, setpieces
Technical 🛠
- gathered references, deconstructed art styles and helped define overall art style to creative director's specifications.
- defined folder structures and naming conventions for the Art and Tech side, maintained project hygene actively
- compiled documents and spreadsheets summarizing strategic decisions and noteworthy details from brainstorming sessions
- created pipeline and documentation for batch editing and exporting weapon icons, UI elements, ability icons, character mods, class abilities, powerup items.
- established asset creation pipelines and guidelines from concepts to models to engine
- created workflows for batch environment exports
Project 🖿
Software:
cutting room floor ✂

