Images from Mannequin, credited as Technical Art Director.
Designed technical systems, asset pipeline, created tools, shaders, effects, and optimized.
[Most Proud Of] - Developed a system that made us able to easily switch between realtime and static light without loosing the look.
[Personal Achievement] - Learning Unreals geometry script and created mesh tools with it ¬
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Images from Vampire the Masquerade: Justice, credited as Technical Art Director.
Responsible for making it run on low-end devices and enhancing the graphics for the PSVR2 and PC release.
[Most Proud Of] - Applying techniques that make it run smoothly on low-end devices without downgrading the graphics.
[Personal Achievement] - Learning the different VR rendering techniques and their limitations ¬
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Screenshots from Book of Travels, credited as Technical Art Director.
Designed technical systems, created tools, 3D art, shaders, effects, levels, and optimized.
[Most Proud Of] - Creating a new perspective with depth, including tools and systems to make it playable.
[Personal Achievement] - Speeding up my scripting skills by learning and using node-based scripting systems ¬
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Screens from Tiny Echo, credited as Technical Artist.
Created shaders, effects, and optimized the game. Responsible for the art implementation chain.
[Most Proud Of] - The "sprite depth order" system and managing to stay true to the concept visually
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Screenshots from Shelter 2, credited as Lead Artist.
Designed technical systems, created tools, 3D art, shaders, composed the levels and optimized. Responsible for the art implementation chain.
[Most Proud Of] - Creating an open world with seasonal changes and taking my optimization knowledge to another level.
[Personal Achievement] - Speeding up my shader skills by learning and using node based shader systems ¬
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Screenshots from the game PID, credited as Lead Artist and Lead Technical Artist.
Made art, rigs, most of the effects and some animations. Responsible for the art implementation chain.
[Most Proud Of] - Managing to create more than 250 models on deadline.
[Personal Achievement] - Enhancing my modeling and effect skills ¬
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For the title Bionic Commando Rearmed, credited as 3D Artist.
I modeled, rigged, textured, implemented the characters and enemies.
I also created environment, props and interface.
[Most Proud Of] - Characters and the hacking system.
[Personal Achievement] - Improving my sculpting knowledge ¬
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For the title Wanted Weapons of Fate, credited as Technical Artist.
I created environment and props, most of which are dynamic and destructible. All of them I modeled, textured and scripted myself.
[Most Proud Of] - Making all the destruction look and feel nice, while keeping it optimized.
[Personal Achievement] - Became a full time technical artist in addition to 3D artist ¬
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Examples of architecture and environment I created for Ghost Recon Advanced Warfighter 2.
[Most Proud Of] - My first game development experience while managing a modeling speed with quality on par with seniors.
[Personal Achievement] - Learning how to script and set up destruction for PhysX ¬
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