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Canceled Project: Art & Tech

I was the principal technical artist on this follow up project after Lynked. Initial work on environment materials to quickly find an ownable look from pbr inputs. Quick characters to help push us into a playable state for our gameplay prototype. Lots of fun exploration around mixing and adjusting PBR into toon shading as well as amplifying shadows with persistent sketchy lines.

Will often post videos, screenshots, and commentary going over features as I develop them.

Art Direction: Eric Kozlowsky
Concepts: Lise Elsoght, Arthur Gorin
Environment: Phill Gonzales

Runtime adjustable shader to support gameplay effects for color and strength of energy

A player model - responsible for sculpt, model, texture. Very short timeline.

Meatcage - responsible for sculpt, model, texture. Very short timeline.

Meatcage high poly parts.  Pre sculpted bits for proto rip and tear.

Meatcage high poly parts. Pre sculpted bits for proto rip and tear.

More PBR aligned version of a player during early development in Unreal. Responsible for character sculpt, model, texture, shader development, materials.

More PBR aligned version of an enemy during early development in Unreal. Responsible for character sculpt, model, texture, shader development, materials.

Toon shaded version of a character model. Notice the persistent lines in shadows. Fast custom look from input pbr for both environment and characters

Toon shading with old tv post processing

Toon shading with old tv post processing

Toon shading with old tv post processing

Toon shading with old tv post processing

Toon shaded version of character model and a mix of toon and pbr in background

Early look for a toon shaded cliff. Single cliff repeated for a quick npr look.