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Unity - Technical Art
Employer: Unity Technologies
Job Title: Technical Environment Artist
- My Technical Art journey at Unity
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The Unity Editor is one of the most flexible and customizable game engine on the market.
I always had a somewhat technical profile, always enjoyed understanding technology to use it better, and figuring out ways to make my work, and the work of my team mates better, more flexible, less constraining and repetitive. By unblocking artists, automating repetitive processes, improving work pipeline.
I really got the opportunity to grow as a Technical Artist at Unity. First by making some small tools in DCC (Mel, Maxscript, Python) to unblock myself and to allow me to author the content in the specific ways that the project was expecting it. And then I really dived into creating C# code for Unity, making smaller scripts at first, up to more fully fledged tools.
If you are interested to know more about the specifics and the type of scripts/tools I worked on, you can read more by clicking the button below.
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About the TechArt challenges I worked on during my time at Unity.
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The Heretic
Employer: Unity Technologies
Job Title: Environment Artist
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Book of The Dead
Employer: Unity Technologies
Job Title: Environment Artist
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Hitman 2
Employer: Io-Interactive
Job Title: Principal Environment Artist
- My mission on this project:
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I was Principal Environment Artist on the Miami level of Hitman 2 before I joined Unity in the end of 2017.
I did therefor not participate in the end of production of the Miami Level, kudos to the whole team at IO-Interative that finished it and polished it into a great Hitman level.
Working as a Principal Environment Artist on Hitman 2, I had some more responsabilities, including:
- Help shaping the level from the ground up, together with our team, including the track owner/level designer Håkan Almer, our lead level designer Torbjørn Vinther and our game designers.
- Figure out the visual design of the different locations/biome with our assigned concept artist Rafael Kowalski.
- Delegate tasks to the other artists working on this track and provide feedback.
- Support junior 3D Artists in their daily tasks, teach them when they are facing tasks that are new to them (Outsourcing document writing, working on level layout, etc)
- Making sure that our level designers work in a sane direction / Being the link between the artists and the level designer.
- Staying in contact with our technical and fx artists to make sure that the level is optimized and that all the vfx and special requests from our level designers are feasible.
- Making estimates of production time together with the other artists, and keeping the level in scope.
- Be the go-to person in contact with external vendors assigned to our production track, delegating tasks and writing briefs to them, answering their questions, teaching them our tools and pipelines.
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Hitman 2016 - Season 1
Employer: Io-Interactive
Job Title: Senior Environment Artist
- My mission on this project:
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Working as Environment Artist on Hitman, my tasks included:
- Figuring out level layout together with level designers and track owners, setting up everything to have a level that is nice to play, that looks good and that runs wells. Level design, optimization, framing and tech should be involved already at this stage.
- Creating whitebox geometry for said levels, including both terrains/architecture and props.
- Level setup (Scene creation, base setup of our occlusion system, base setup of our light probes)
- Writing down outsourcing briefs for level geometry, props and setpieces that will be produced by our outsourcing vendors. Those documents are sometimes simple and straight forward, but sometimes require meticulous planning and explaining to make sure that we get exactly what we want back from our vendors.
- Setting up a first pass of lighting, that communicates desired mood of the different locations in the game. They will be later worked on by our dedicated lighting artists.
- Setup of complex prop templates and setpieces using Glacier 2 visual scripting.
- Level optimization. Including drawcall optimization, checking material overdraw, LOD tweaks, reviewing props coming back from our external outsourcing vendors (LODs, Texture size, Material used), etc.
- Initial setup of some level gameplay-related scripts affecting environment or setpieces.
- Creation of some models, materials and textures from scratch.
- Creation of some VFX elements (Animated/interactive screens, cloth setup, etc.)
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[Hei Zhen Zhu] Combat Information Center
Personal Work
Job Title: Environment Artist - Prop Modeler/Texturer
- My mission on this project:
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Everything is rendered inside the Unreal Development Kit (Including the small intro)
Reference concept art by Eric Gagnon aka Gryphart ( http://gryphart.com/ ) for Deus Ex Human Revolution, a title from Eidos Montreal
The awesome soundtrack is: Icarus from Deus Ex: Human Revolution Original Soundtrack
Author: Michael McCann
You can buy it here: http://www.amazon.com/Deus-Ex-Revolution-Original-Soundtrack/dp/B005TWSQ1E
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Marlow Briggs and the Mask of Death
Employer: Zootfly (Slovenia, Europe)
Job Title: Environment Artist / Lead Environment Artist
- My mission on this project:
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- Create environment using the asset and texture library.
- Light the scene, add fx (particles, fog, godray, flares, etc)
- Work closely with the level designer and the art director.
- Create scripts that are environment related (In a in-house language, close to c++)
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About my different tasks, and about my new responsabilities as the lead environment artist.
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Production Title: Brooklyn Stories
Employer: Lexis Numérique
Job Title: 3D Environment Artist
- My mission on this project:
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Before working for Zootfly, I moved from Belgium to the south of France to join the team of Lexis Numerique.
My Task: The game we were working on was unfortunately canceled, my task on this project was 3D artist. I mainly had to model apartments with 3dsmax using references drawn by our concept artist, paint the different texture maps, and export/import everything in the game engine (Phyre Engine).
New responsabilities: After about 6 months in Lexis Numerique, the financial situation of the company led to a reduction of staff, and I was one of the few artists that our managers chosed to keep. My responsibilities got wider at this moment, I had to work on different tasks including: Some work on fx, preparing scenes for upcoming motion capture, work with lead programmer to create a new, better pipeline, for environments, animations, and animated props import into the engine, using a resource database and some sort of level-manager.
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