Io and the Dandelion (In Development: Lead 3D Artist – Unity3D Adventure Game)Io and the Dandelion is a 3D Adventure game with Time-Manipulation mechanics, which started as our thesis project. Working alongside with our Lead Concept Artist and other two 3D artists, I got to wear all sorts of production hats as Lead 3D Artist, being tasked with translating our concept vision and art style into 3D. I was responsible for all lighting in engine and shader creation in the project using ShaderForge, complete production of our 3D characters used in the game, as well as some UI and camera implementation.
It has been in developent since April 2017 as a Thesis Project game, and is scheduled to be released in 2018.
A comparison between the Unity Standard Shader and our own Character Shader.
Bust of another character in development.
Another example, our Depth-based Water Shader, along with flow customization via UV2.
A screenshot of our current kit library, as well as some of our FX.
Cold Night (3D Environments and Characters, Lighting – Mobile, Unity3D)Cold Night is a project done in a group of 6 people in order to develop a point-and-click game for mobile.
The game takes place in the 60s, during the cold war, and the player takes the role of Jerry, a waiter that gets framed for murder and has to clear his own name.
The demo of the first case was made in 3 months, and I was the art lead on the project. I was responsible for most of the environment modeling (except for the evidences and the barstand), all of the characters, and was also responsible for the lighting. I learned a great deal with this project, and it was my first time dealing with PBR and linear rendering, as well as working with lightmaps and working for mobile devices. Unity 5 had just come out back then, and we managed to learn a lot of the new system with this project too.
Second Level of the game.
Reboot (Background Artist, Animation)Reboot is a short 2D stealth-platformer done in a group of 7 students in order to create a web flash game. It is the first game I’ve ever worked on, and I was the art lead on the project, making sure we’d follow a consistent art direction.
Inspired by games such as Gunpoint and Castlevania, and environments from Star Trek and posters from the 60s, I wanted to create a mood that would make the player want to know more about the main character’s past and universe.
The game takes place in a retro-futuristic world. I worked on all the backgrounds and animation inbetweens. The game contains 3 levels and was developed in 3 months.
The game utilizes parkour-based mechanics in order to give more control to the player for stealth approaches.
Near the end of the game.