Slayaway Camp 2: Netflix & Kill
On this game I created a majority of the environment art, including: the obstacles (such as canoe, woodstove), non-obstacle decorations (books, bottles), mechanic objects (teleporter, button), ground tiles (sand, wood), atlas texture (a material shared by most assets), and hand-painted mechanic object and tiling ground materials. I also lit, decorated, and added VFX to every level using Unity and Tiled, and set up every minigame prefab including 5 camera angles for each one. Characters by Adam DeGrandis and Eric von Berner.
Minigames randomly cycled between multiple cameras so the backgrounds had to be set up to be interesting and legible from various perspectives, all without obscuring the characters. I was responsible for setting up all 8 of these backgrounds and their cameras.
A Monster’s Expedition
Under the art direction of Adam DeGrandis, I created key exhibits for this museum puzzler. Adam was responsible for the modular terrain tiles, lighting and water shaders, but he showed me his process and gave me the opportunity to poke around to understand how they worked.
Knight Tails
On this game I was responsible for modeling a new character mesh; creating 3 different handpainted skin textures (solid, tuxedo, and striped cat patterns); modeling and texturing 4 interchangeable hairstyles; plus painting expression sprite sheets with 4 unique eye styles (each with a 4-frame blink animation) and unique mouth shapes/expressions. I was also tasked with adapting existing apparel to fit the new model, which included some re-modeling and re-texturing.
Character and eye textures were all natively greyscale and utilized vertex colors and a shader to apply different hues in the Unity engine. For most assets, the texture base lighting and color were done in Substance Painter with details handpainted in Photoshop.