3D Generalist VFX Designer
Environment Examples
Destructible Meshes, Set Dressing and Effects Examples
A large part of my work was running assets through PhysXLab, creating Blueprints and testing them to ensure we got the intended Gameplay Result.
Level Design, Effects and Dressing
I created the original concepts, level design and worked with the Lead Designer to make improvements to levels "Table Run" and "Feast Your Eyes".
Examples of Effects and Destructible Props (Currently PS4 Versions, lacking 'Flex' results)
I worked with the team at Three Fields Entertainment on many aspects of dangerous golf:
Environments:
Aiding lead artists and Designers with their work and infilling areas that required more attention: Fixing assets (Modelling, Texturing and UV layouts), In-Game collision and gameplay issues (General testing on multiple platforms), Troubleshooting issues within blueprints/Assets/Gameplay, Working with team members in each area to ensure a high level of quality and playability, Creation of Shipping/Dev Builds for various platforms (Steam, Xbox One and PS4).
Prop creation and editing:
Texturing, shader creation, remodelling for Original and Purchased assets
Editing assets for gameplay:
Creation of Blueprints for Destructible and Static Meshes, testing them in engine and preparing them for publication. These ranged from simple destructible assets to Animated assets that required various results upon hit (See Chandelier in "Touch Of Glass" and the mixers in "All Mixed Up").
Lighting and Effects:
Creation of dynamic movable lighting assets (Candelabras and desructible light sources), Creation and Editing of Particle Systems and Blueprinting various assets across the whole game. Implementing effects on destructible assets.
Gameplay, Interaction Design and Level Design:
This was mostly in the Castle (England) and the Gas Station (Australia), but I also worked on dressing a variety of items/Containers in locations and making the Kitchen (USA) and Palace (France) more visually interesting.
QA Testing all levels:
Especially co-op modes and checking both gameplay and achievement acquisition. Trouble shooting issues and fixing any assets/environment based problems raised. Working with the team to ensure results were stable and we were able to ensure positive results.
All Video work for the production:
Capturing, Editing, Motion Graphics creation/animation, Design, Compositing, Quality control and Publication of all video assets for marketing and release for multiple platforms (Steam, Xbox One and PS4)
Environments:
Aiding lead artists and Designers with their work and infilling areas that required more attention: Fixing assets (Modelling, Texturing and UV layouts), In-Game collision and gameplay issues (General testing on multiple platforms), Troubleshooting issues within blueprints/Assets/Gameplay, Working with team members in each area to ensure a high level of quality and playability, Creation of Shipping/Dev Builds for various platforms (Steam, Xbox One and PS4).
Prop creation and editing:
Texturing, shader creation, remodelling for Original and Purchased assets
Editing assets for gameplay:
Creation of Blueprints for Destructible and Static Meshes, testing them in engine and preparing them for publication. These ranged from simple destructible assets to Animated assets that required various results upon hit (See Chandelier in "Touch Of Glass" and the mixers in "All Mixed Up").
Lighting and Effects:
Creation of dynamic movable lighting assets (Candelabras and desructible light sources), Creation and Editing of Particle Systems and Blueprinting various assets across the whole game. Implementing effects on destructible assets.
Gameplay, Interaction Design and Level Design:
This was mostly in the Castle (England) and the Gas Station (Australia), but I also worked on dressing a variety of items/Containers in locations and making the Kitchen (USA) and Palace (France) more visually interesting.
QA Testing all levels:
Especially co-op modes and checking both gameplay and achievement acquisition. Trouble shooting issues and fixing any assets/environment based problems raised. Working with the team to ensure results were stable and we were able to ensure positive results.
All Video work for the production:
Capturing, Editing, Motion Graphics creation/animation, Design, Compositing, Quality control and Publication of all video assets for marketing and release for multiple platforms (Steam, Xbox One and PS4)