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

PCG ground cover debug view mode. Shows points with random attributes and successfully ignores paths.

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