SHATTERLINE
I`ve joined this project from the very beginning. So, there were many things to make from the scratch.
As a Principal Environment Artist i was responsible for various tasks, such as: building an environment
art team, as well as production`s pipelines and workflows. Creating guides, tech specs and other types of
documentation to support both inhouse and outsource processes.
Yet antother major part of my duties was to define visual bars and to create an art benchmark level based on defined tech solutions and the middle-east setting. In addition to it i had a pleasure to develop a mediterranian setting and to take all the major work as an level artist on a very first full cycle PVP map. Later i`ve joined a RnD Team to help on imroving the Engine in visual and technical aspects. It required to dig even deeper into shaders and realtime graphics techniques.
Yet antother major part of my duties was to define visual bars and to create an art benchmark level based on defined tech solutions and the middle-east setting. In addition to it i had a pleasure to develop a mediterranian setting and to take all the major work as an level artist on a very first full cycle PVP map. Later i`ve joined a RnD Team to help on imroving the Engine in visual and technical aspects. It required to dig even deeper into shaders and realtime graphics techniques.