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Edge of Infinity Portfolio Piece iteration 5

I continued in my roles into the 5th iteration. This project went on for about 6 months. This iteration was heavily inspired by Farlight84( before the jetpacks were removed) and was built from the ground up with mobile in mind. It was a struggle getting it to maintain performance on mobile. This was because level streaming had not been implemented yet. At this point in time the environment at department consisted of the team lead( 2d artist) who was providing art direction while moonlighting as a 3d artist, two 3d artists(One more than we had the last time around. One focused on layout and the other on buildings), one material artist and myself, the technical artist.

I decided on using trim sheets for our texturing workflow to save on texture memory because it was a mobile game after all.

I decided on using trim sheets for our texturing workflow to save on texture memory because it was a mobile game after all.

I put together a custom shader for the basic wave vfx at the foot of the waterfall.

I put together a custom shader for the basic wave vfx at the foot of the waterfall.

Shader graph was used to make the waterfall effects and a particle effects system to further sell the effect.

Shader graph was used to make the waterfall effects and a particle effects system to further sell the effect.

A canyon area was planned out and I used Blender's Geo Nodes to bring it from block out to game-ready

A canyon area was planned out and I used Blender's Geo Nodes to bring it from block out to game-ready

A shader graph shader with vertex painting was made for all major rock formation and for painting foot paths  on the meshes.

A shader graph shader with vertex painting was made for all major rock formation and for painting foot paths on the meshes.

Custom shader also made for vegetation using shader graph for more dramatic translucence.

Custom shader also made for vegetation using shader graph for more dramatic translucence.

Custom Asphalt Shader.

Custom Asphalt Shader.

Custom crystal shader.

Custom crystal shader.

Generated a Skybox using Blender

Generated a Skybox using Blender

The PBR workflow was facilitated by materialize. The trim sheets were laid out with photoshop.

The PBR workflow was facilitated by materialize. The trim sheets were laid out with photoshop.

Decals were used to enhance the surfaces.

Decals were used to enhance the surfaces.

Shader graph was also used to implement wet maps for the surfaces.

Shader graph was also used to implement wet maps for the surfaces.

The Temple

The Mines

The Research Facility