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The bulk of my work consisted in modeling, texturing, set dressing and lighting the existing level design greyboxes.
At the time, Unity3D was using the Beast lightmapper- quite decent and easy to use, thought it's lightmap UV unwrapper wasn't too reliable.
We ended up unwrapping the Lightmap UVs in 3ds Max and sticking them in the UV1 slot manually. We had a tight processing budget, we had to make use of every optimization.
Software:
Crazybump
- environment design and lighting, art
- proposed, designed and modeled the Secret Areas in all levels.
- created environment modules, ensured grid snapping
- created environment texture atlases
- created props, set dressings and animations
- created loading screens and backgrounds
- designed and executed the "EVOLUTION" logotype
- inadvertently added a planet to the AVP universe, LV-412.
- designed the User Interface graphics
- created the Predator Wrist Blade trails and Razor Whip VFX
- planned and recorded trailer video, screenshots, store icon
- created promotional images & marketing resources
Creative 🖌
- gained proficiency using Unity 4's lighting systems
- managed Collision, Lightmapping and Occlusion Culling for all environments
- managed User Interface atlases and integration with nGUI
- did graphics profiling and debugging, optimized particles and VFX for mobile compliance
Technical 🛠
2010s, mobiles. We relied heavily on trickery to shave off processing costs- lightmapping, occlusion culling and Light Probes were a blessing but also a constant breaking point. The way Unity calculated Occlusion Portals meant that I had to go in each level, test the camera extensively and rebake the Occlusion data and portals daily, paying attention to the doors that might be open or occluding. I was in charge of checking the flags on all the props to make sure they receive proper lighting and don't pop in and out.