Technical Lighting Artist. Or maybe VFX and Material Artist. Also Optimization and some other stuff. Changes from project to project, really.
Technical Lighting Artist. Or maybe VFX and Material Artist. Also Optimization and some other stuff. Changes from project to project, really.
— PROJECT
Sprint Vector
— PLATFORM
Windows PC, PS4 (PSVR)
— ROLE
Lead Technical Artist
— DATE
2018
My second shipped game was much different, both artistically and technically, from Raw Data. Sprint Vector was a cartoony VR racing game in a wacky, colorful world. To read a partial account of my technical contributions to SV, like the toon-shader and clouds material, please check out this hella cool Gamasutra article I wrote. As usual, I was in charge of lighting and atmospheric effects for every environment. I was also responsible for technical art solutions to optimization problems and keeping the game running smoothly on both PC and PS4.
All shots are in Unreal Engine 4, as they appear in the game.