Employed at Vanguard Games
An unreleased mobile game aiming for lightweight technical solutions delivering a high-end visual experience.
Role: Character Art & Animation Supervisor
> Visual development for characters
> Modeling and Texturing
> Character Rigging
> Character and effect animation
> Shader design and coding in HLSL
> Art pipeline development and support

Everything displayed here including the terrain: Model, rig, textures, character shader, effect shader, character animation and effect.
'Run, run stop, draw sword and attack' animation, showcasing a trace effect solution.
Early character prototype sculpt with some hair explorations.
Character shader showcasing some of its features: teamcolor and status colorization.
Character shader development. This single pass shader could render up to four 'types'. In the case of this character: skin, metal, leather and a scale plating.
The leather gets its quality from specular variations under different angles.
Skin needed to be rendered in a soft toon-like fashion.