
Skilled in major content creation tools, art pipeline setup, and cross-functional collaboration with designers and engineers.
Assets integration into game engines, framerate optimization, gameplay tuning and elevating aesthetics.
I leverage my experience to implement customized solutions for your unique requirements.
Art & Animation
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Animated 2D illustrations. Technical rig setups and directing animators with Unity and Spine 2D. Credit: N3twork Studios / Triumph
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Extensible solutions for CCG character, UI and VFX production. Credit: N3twork Studios / Triumph
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2.5D Animation and VFX workflows with After Effects/Red Giant/Unity: combat VFX, cinematics, marketing trailers. Credit: N3twork Studios / Triumph
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Using a variety of 3D sculpting techniques including: NURBS, Sub-D, Dyntopo etc. – flexible between Maya, Blender, ZBrush
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3D character workflows in Unity. Enabling player customization and upgrades with equipable gear on skinned mesh renderers. Credit: DeNa / Transformers Age of Extinction
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Baking details from high resolution 3D objects to into texture atlases mapped to low-poly performant models. Credit: DeNa / Transformers Age of Extinction
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Efficient retopology workflows to create game-ready LODs models derived from high-poly cinematic models. Credit: Hasbro / Transformers Age of Extinction
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Animation direction: key-poses, timing, tweening. Technical direction: sprite cutups, rigging, script hookups in Unity. Credit: N3twork Studios / Triumph
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Concept art direction—supporting active collaboration between Art and Design teams for thematic and gameplay cohesion. Credit: nWay / Chronoblade
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Turning custom TTF fonts into 3D models. Custom logo designs using bezier curves and converting into SVG format.
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Extensive background in game development with a comprehensive understanding of the entire production process, from pre-production to worldwide launch and live service support, I am able to deliver first-class results at every stage of development.
Proficiency with a variety of software to model, texture, and animate.
Animation and rigging workflows with Maya, Blender and Spine 2D.
Animation re-targeting using Mecanim.
Optimizing memory & frame rate, for smooth gameplay.
VFX & Shaders
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Non-photoreal shaders in Unreal engine. Vector reuse, channel packing, UV mitigation, multi-purpose fresnel masking, etc. Credit: Float Hybrid / Squishbot
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VFX and compositing variants over AI seeded concept art. Credit: original prompts & concept painting - E. Davies
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Rapid VFX prototyping with After Effects, RTFX, Red Giant plugins.
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Hand drawn style VFX generated in After Effects, used in Unity particle Texture Sheet module.
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Synchronizing burst particles with character keyframes. Credit: N3twork Studios / Triumph
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UI effects and animation, including buttons, powerups, meters etc.. Credit: N3twork Studios / Legendary GoH
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Proficiency with Unity Shader Graph & Amplify to create HLSL shaders for materials, particles, and post fx.
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Using Shader Graph to create HLSL shaders for a variety of surface and animated effects. Using Particle System, as well as external software, to achieve both realistic and stylized motion.
Create FX to enhance presentation and gameplay immersion in levels and environments.
Event tagging for synchronized character animation with FX.
Optimizing FX for frame rate, ensuring smooth gameplay.
Scripting FX behaviors and interactions, allowing for more complex player feedback and communication.
Lighting & Levels
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Stylized platformer levels. Using hand painted textures with unlit shaders for mobile performance . Credit FBG / Fat Baby Galaxy
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Procedural geometry shaders, surface displacement and non-photo real shading
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Creating models for per pixel lighting, normal maps, and PBR shaders. Credit nWay / Chronoblade
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Particle light sources baked into lightmaps. Quasi volumetric light shafts built using mesh and textures. Credit: nWay / Chronoblade
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Modular level tiles to create expansive sets. nWay / Chronoblade
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Procedurally generated levels and objects in real-time for infinite runners. Credit: DeNa / Transformers Age of Extinction
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Layering 2D art for depth and parallax. Setting fixed camera angles to support the illusion of depth. Credit: N3twork Studios / Legendary GoH
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Dynamic puzzles integrated into level geometry and player pathways. Credit: EA / Dante’s Inferno
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Static lighting baked into vertex colors to reduced lightmap memory data. Credit: EA / Dante’s Inferno
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Avatar rooms constructed for streaming web based applications. Credit: Google / Lively
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Combining pre-rendered and real-time artwork and effects. Credit: N3twork Studios / Legendary GoH
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Efficient level layout using kit-bashing and modular asset techniques. Lighting for real-time performance on mobile devices.
Baked lightmaps, light probes for devices that require performant unlit levels.
Hook-ups for interactive elements, event triggers, and gameplay physics.
Applying color theory to create different moods and atmospheres with lighting.
Layout tuning for navigation flow and player focus.
Memory and frame-rate optimizations using: Occlusion Culling, Level Streaming, LODs, Texture atlases, etc.