Sunday 19 July 2009

Work on Unreleased Necessary Force

Necessary Force: Unreleased Unreal 3 Based Game Necessary Force (Ps3, Xbox360 and PC).


My roles included:
  • Concept/designing of art assets and their creation to a specific art style design brief, dictated by the art director/art direction of the game, as well as researching reference of existing real world examples that could be used or adapted to fit the art direction.
  • Involved in the creation of basic material shaders using the Unreal material editor, such as alpha masked materials, emissive materials, animated flipbook materials etc., keeping the number of instructions as optimal as possible.
  • Placement of assets in the world in a realistic & cohesive fashion, completing the interior of our demo route through an abandoned warehouse, both in the creation of assets to fit that design brief and in the placing of those assets (as well as those by other artists) in that area to produce the desired, dishevelled, run down, dirty/gritty look.
  • As I had been responsible for creating a majority of the street furniture that would be lit, e.g. Street lights, door lights, neon signage etc., I was tasked with placing dynamic light sources using Unreal 3, in a realistic fashion to convey the correct mood and light levels of lit assets.
  • Creating prefab versions of these assets (combining multiple meshes and dynamic lights in to one place able object) to aid ease of future placement, for world design/other artists.















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