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.
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.
So for myself and my fellow artists I made a lightweight Terrain Generator that was focused on optimisation specifically for VR.
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.
The game used a base of Bakery scripted lighting with extra effects to create the ideal artistc feel created by our art lead.
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.




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.
Knowing I made such a contribution to something I didn't think I would be even chosen to do was a fantastic feeling.

