Platform generator

During development I was tasked with making a user friendly platform generator.
The goal of this generator would being able to quickly draw the level layout and have it auto fill with that worlds tileset.
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While different from my usual workload, it was a very fun project for me; that started with me being given a sprint to learn Houdini and compile a report on if it was a viable option for our in-house art team.


Lightweight Terrain Generator
A few VR projects I worked on required large landscapes as backgrounds.
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So for myself and my fellow artists I made a lightweight Terrain Generator that was focused on optimisation specifically for VR.
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It featured landscape material LODS, camera based light complexity, mateiral painting, and drawn/texture/noise displacement.




Lighting with custom shaders
One of the roles I took on for Servonauts was controlling and understanding the special lighting set up the early development team had made.
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The game used a base of Bakery scripted lighting with extra effects to create the ideal artistc feel created by our art lead.
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One of my biggest challenges as a tech artist was re-making this entire lighting system, re-writing all the shaders and optimising the lighting and baking system.
But the effort was absolutely worth it, the re-work allowed the team to really push the style and was the biggest optimisation win of the game, reducing the build times from their 10+ hours to under 5 minutes.
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3D Composition scenes

Part of making the intro cinematic was setting up these scenes.
Working on the composition, animation, effects and then the comic book shader was a very fun break from the norm for me. These were so rewarding to work on and I'm proud to see my three scenes pop up when I see the whole Cinematic.
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Knowing I made such a contribution to something I didn't think I would be even chosen to do was a fantastic feeling.

