Rivalry - Rushlane
I had the exciting opportunity to work on Rushlane, an innovative MMOGG by Rivalry Corp, as a 3D Generalist and Technical Artist. My role involved creating and optimizing 3D assets, ensuring they met high standards for an engaging gaming experience. I handled the integration of these assets into the game engine, addressing technical challenges to enhance performance and visual quality. My expertise in Unity was crucial given the unique technical hurdles of this project. I am proud to have contributed to launching this groundbreaking game.​
Rivalry - Cash & Dash
Cash & Dash presented a unique challenge as our second published in-house casino game. Aiming to have the game licensed and hosted on Rivalry's website, we focused on optimizing it for both PC web and mobile platforms. This required innovative solutions to create a fast prototype for gathering feedback and establishing a robust production pipeline.
For the prototype, we utilized Unity, allowing us to quickly iterate and test various features. Once the prototype phase was complete, we transitioned to Phaser as our game engine to address build size constraints. In this phase, I was fully responsible for defining and creating our tools, preparing assets, and packing textures for the final product, as well as handling UI/UX and cinematics for marketing purposes.
Future Immersive - Seagineer
Seagineer played a pivotal role in shaping my professional trajectory, as it served as a groundbreaking prototype that significantly influenced my career. As the sole 3D artist involved, I assumed responsibility for all 3D-related aspects throughout the prototype phase. This encompassed the creation of various elements such as the Sea enemy creature, Vehicles, Environment Assets, and Hero assets, while also handling texturing and optimization tasks.
Working diligently on every stage of development for these components provided me with comprehensive insights into the requirements of each segment within the pipeline. Towards the conclusion of the prototype phase, the company recruited a senior 3D artist, with whom I collaborated closely to solidify the art direction of the game. As a result of our concerted efforts, the project garnered recognition and was nominated for the prestigious Best Art Direction award at the Megamigs in 2020.
Future Immersive - Furious Seas
During my two-year tenure at Future Immersive, I had the privilege of working as a 3D artist on the project Furious Seas. My primary responsibilities included the creation of new environment assets, hero assets, and topology optimization. This role significantly enhanced my expertise in optimization techniques, LODs, custom collision, and custom UV unwrapping for light baking.