War of steel (2023 - 2024)
Sci-Fi mech battle royal game sert in outer space. Created in Unreal Engine 5 for PC platform by Glinda Games.
My role in the project was Lead Artist then moved to Art Director.
My responsibilities for the project included:
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
Create PCG tools to quickly iterate level design
Create scalable materials to be used in Environment and VFX
Rendering & asset optimisations
Identify and resolve CPU / GPU bottlenecks using profiling tools
Direct and provide feedback to internal artists and external contractors
Landscape Material
Auto aligned textures
Layer blending logic for various biomes (Rocky, Snow, Canyon, and Sand)
Space Architecture Material
Auto aligned textures
Layer different surfaces depnding on Vertex Colour mask
AO data baked to Alpha vertex data
RGB = surface layer mask Alpha = AO
Each surface has it’s own exposed parameters
PCG Asset Spawner Tools
Ground scatter for debris and ground cover
Points can be filtered from material types, e.g. paths
Points can also be filtered by actor tags
Foliage
Nanite compatible foliage created in SpeedTree
AO and Wind data baked into Vertex Colour
Created materials and textures
Rock Material
AO and Curvature data baked into Vertex Colour
Vertex Normal based texture layering
Supports use for different biomes
Dirt cavity parameter
Samples landscape RVT for smooth blending with the landscape
World Level Design
Height map data generted with World Creator
Generated splat maps
Use World Partition for streaming in components