Halo Spartan Assault

Client: employed at Vanguard Games

Twin stick shooter for Microsoft and 343 studios to be published as mobile and steam game.
Role: Senior Artist.
● Design of level-building methods, including modeling and texturing of ice and stone environment building blocks.
● Concept and modeling of bridge, intact and damaged.
● Modeling of unsc turret and polish pass on several covenant assets.
● Modeling of plant-life and rock assets.
● Background texturing/painting for two levels, with support by Luc de Haan.
● A few level blockouts and detailling passes.
● Rigging setup made to re-use baked animation (it attached rig controls to animated bones and allows tweaking/modification) and rigging support.
● Animation supervision.
● Shader design and coding for ice shader and fx shader (for fire/shields/energy fx/etc).
● Prototyping of energy effects using fx shader (wish I had videos of those still!)
● Exporter rewrites and maintenance.
● Tech for texture projection and model optimization for fixed-path camera movement (this was an early design for the game, later replaced for free camera movement).
Modeling and texturing of the various plant types, creation of the stone slabs of which the level was made, level blockout and a large portion of detailing for one of these forest levels.
Layout of level: having a bit of input on the few level blockouts I got to do I wanted to do something with arcs and a sense of depth. Furthermore I was responsible for creating the base model and texture set for these rocky environments, including the arcs and some rocks and pilars for level building.
Did the energy arcs and wrote the fx shader rendering them. I also painted a background painting as seen here in the background following the method established by our concept artist, although I am not exactly sure if it's the one in this picture. Pretty sure, but another artist has done a pass to add some more of those smaller lava veins.
Designed, modeled and textured this bridge in a modular fashion (so other structures could be made with it). Design inspired by former Halo games.
Designed building method for level geometry and provided several base set building blocks such as these ice slabs, including texturing. Also did the background painting visible in the left corner and the plasma effect on that spaceship using the fx shader I provided.