GeoExplorer

Roles: Technical Artist| Duration: 12+ Months/Current | Team Size: 15 

As a Technical Artist on the Geo Explorer team, I contributed to the development of levee failure fluid simulations and updated environment assets to enhance the game's visual appeal. My responsibilities included designing efficient tools and establishing a streamlined pipeline for the implementation of assets from Substance Painter and Maya to Unity. I collaborated with other team members to ensure that the assets were optimized for Universal Render Pipeline, while staying true to the game's artistic vision. I took great care to maintain a high level of quality, while balancing performance requirements and technical constraints.
Overall, my work on Geo Explorer demonstrates my expertise in technical art and my ability to work collaboratively in a fast-paced development environment.

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Levee Shear Failure Fluid Simulation

During the environment update project, our team encountered various challenges that required creative solutions. As the original game had been developed in 2014, most of the assets appeared outdated, and we did not have access to all of the original asset files. Furthermore, we needed to ensure that the updated game could run fluid simulations on computers with no external graphics memory.

My approach to this project was to create performance-efficient tools that would reduce the time it would take to implement changes in the assets simultaneously, bridge the gap between the art and development teams, allowing the development team more freedom in making changes in the environment.


Fluid Simulations: I was assigned the responsibility of creating realistic fluid simulations for three distinct levee failure scenarios, as well as integrating these animations and associated assets into the game engine. The client required a high degree of accuracy in the fluid behavior, which presented a unique challenge in terms of maintaining a smooth and consistent framerate while running multiple simulations simultaneously. My approach was to optimize the performance of the fluid simulations to ensure they ran efficiently without sacrificing visual quality or accuracy. Ultimately, my work on the fluid simulations helped to create a more immersive and realistic experience for the player, while meeting the client's specifications for this critical aspect of the game.

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An exemplary instance of my problem-solving abilities was when we needed to revamp the appearance of all the roads throughout the game map. Typically, the art team would have to go back to the original geometry, modify the mesh, re-UV map it, and export it for use in the game engine. However, I devised a solution using spline meshes, which simplified the process considerably. Additionally, I created a shader graph that included customizable fields, enabling all road types to be generated from a single graph. This approach eliminated the need for the development team to map textures through modeling software and allowed for changes to be made to all road texture sets simultaneously, based on game weather changes (e.g., rainstorm, sunny, windy, etc.). By implementing this solution, I enabled a smoother and more efficient workflow, saving both time and resources.

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