Rhythm-Based Combat Game

I am currently the Art Director for a Y2K-inspired combat game. This was a strange position to be in since I was the only CS degree student that was allowed to take this position. This was because we only had three artists and it was important that they were able to narrow in on their discipline to be as efficient as possible.
Main Contributions:
-Art Style Documentation

As Art Director, it was my job to make sure that anyone could jump on the project at any time and understand how the assets should look and how to make them. This required a robust style guide document with clearly communicated style choices.
-Unreal Engine Asset Pipeline

(Screenshot of Art Technical document) designed and maintained the the pipeline of all of our assets & software versioning into Unreal. Ranging from Zbrush to Maya to Substance Painter to the Engine.
-Post processing shaders




Within the first two weeks, I learned a lot about Unreal’s Materials by making several post-processing materials and dynamically stacking them. Most of them were heavily inspired by Kosuke Tanaka’s toon shading implementation on HiFi Rush, which was our main emulation target.
Screenshots:









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