NEXUS (2022 - 2024)

Nexus is a Sci-fi 3rd person shooter MOBA created in Unreal Engine 5 and released on PC.

During this project, I started as a Senior Artist, moved to Lead Artist, and then as Art Director.

  • Setup VFX development pipeline with reusable core components

    • Create Niagara Systems with exposed parameters for Environmental, Weapon, and Ability VFXs

  • Setup 3D asset creation pipeline for efficient rendering performance and development

  • Create and maintain art development schedule & milestones

  • Responsible for creating and designing 3D environment assets for use in Unreal Engine 5 which are well optimised for Nanite and Lumen

  • Responsible for level design

  • Create framework for unreal materials to be used in Environment, VFX, and characters

  • Rendering & asset optimisations

    • Identify and resolve CPU / GPU bottlenecks using profiling tools

  • Direct and provide feedback to internal artists and external contractors

  • Provide technical solution to output customisable Weapon and Character skins

  • Organise and manage several outsourcing studios for Character and Character skins

  • Led an internal team of 5 artists

  • Create Scripted Asset Actions to speed up repetitive tasks for Artists

Trailer

Breakdown

Rock Material

  • Ability to layer Moss, Dirt, and Rock textures

  • Moss makes use of vertex normal Z direction so it always spawns on the top of the mesh

  • Per mesh AO data is baked into vertex colour which is then used to layer dirt or moss into the crevices

  • Curvature data is baked into vertex colour and can be controlled with parameters

  • Uses sphere mask to blend colour variation of Side A vs Side B

  • Singular material instance applied to all the rock and cliff meshes to make full use of Nanite’s optimised drawcall capabilities

  • Blends landscape Runtime Virtual Texture to hide ground connection seams

  • Quality switches to ensure scalability across mulltiple hardware

  • All parameterised for full control of look and feel

Foliage

  • Models were created in SpeedTree

  • Created master material for leaf and bark

  • AO data baked into Red Vertex Channel

  • Per leaf colour variation data baked into Blue Vertex Channel

  • Per leaf gradient root > tip data baked into Green Vertex Channel

  • Optimised for Nanite, Lumen, and Virtual Shadow Maps

  • All leaves and bark seen in the scene are driven by a single material instance, making full use of Nanite’s optimised instancing

  • Grass samples from the landscape RVT for smooth colour blending across the world

  • Wind material function makes use of Vertex Colour data for wind animation via WPO

  • Wind Blueprint writes to Material Parameter Collection to drive wind animation and direction

Water material

Shield VFX

  • Modelled Hex pattern in cylindrical and sphereical shape

  • The effect is driven entirely by material, making it GPU based

  • Each hex face has a random value from 0 - 1 baked into vertex colour, used to control the WPO offset and the Opacity animation

Player ability VFX

  • Decal system with Niagara

  • AOE alert decal system

  • Ability effective range indicator system

  • Niagara VFX and materials

Character Skin system