Spent time working on Dirt5
I was a world artist on the title Onrush for the PS4 and Xbox One and I was lead on the desert location. I was responsible for the design of the tracks (gameplay and visual.) The design of these tracks was particularly challenging because of the unique gameplay requirements of Onrush. Wide open tracks with multiple routes that encourage the team based racing combat style gameplay and work within 4 different game modes.
For this tracks i was responsible for the layout, terrain creation and sculpting, terrain material masks, night lighting, object placement, decal pass, collision pass, bug fixing and optimisation.
Objects such as buildings, rocks, vegetation and textures were provided by the object team. I worked closely with the object team to insure the tracks were completed this involved making blockout objects, asset lists and giving feedback.
Driveclub – PS4
Worked as part of the world art team to deliver high quality tracks that were playable in a fully dynamic lighting and weather system. My responsibilities included asset creation and optimisation as well as creating and working with physically-based materials. I also worked directly on some of the tracks themselves this included object population, lighting, world optimisation with strict budgets and material painting.
Driveclub DLC – PS4
During the development of the DLC I was given a track to develop from blockout to final product. I created the Takahagi Hills track in the Japan location. I was responsible for the overall look and feel of the track as well as terrain creation, object population, writing object briefs, world optimisation, lighting, replay and intro cameras, material vertex painting, and bug fixing.
Driveclub VR - PS4
I was in charge of the Japan location for the PSVR version of Driveclub. This involved creating Gujo a brand new city based track for the base game and the PSVR version. Including designing the track layout from blockout, creating the terrain and track, building assets and textures, coordinating with outsource to get additional assets created. I was also responsible for optimising the existing Japan tracks to run on the PSVR.