My responsibilities on this project are:
- Lead Environment prop artist, and to achieve quality optimization finding resources and another artist in the art department.
- Creating props (Desing, modeling, texturing, shading, lighting) to AAA quality standards (ue4)
- Design levels and interaction of objects
- Creating VFX dust, storm, smoke (ue4 particles)
- Level optimization
Experienced in:
- Creating high-quality low and high-poly assets for AAA.
- Manual LOD creation
- AAA PBR texture creation
- Lighting environments, and optimizing Lighting setups UE4
- Creating hard surfaces 3d models (props, characters, cars, ships)
- Creating and optimizing particles effects in ue4
- Applying/setting up node-based shaders UE4.
- Node-based gameplay scripting and interactive prop setup (Snowdrop)
- Kitbashing new props or variations of existing assets
- Optimization of assets in terms of triangle count, texture budgets, draw calls, etc
- Optimization of environments in terms of streaming costs, VFX, and lighting to achieve stable FPS on consoles
- Animation props in 3dsmax and ue4
- Creating cinematic (ue4 level sequence)
- The briefing, and providing artistic/technical feedback for outsourcing