Over the years I have been a part of several different projects, here are some of them:
Role: Scrum Master, VFX Artist,
Kenopsia was a very ambitious project, combining three different games (a first-person adventure, a 2D platformer and a top-down 2D fantasy game) into one to create a flowing narrative.
During the development of Kenopsia I got to develop my VFX skills, mainly in the use of particle systems with Epics Niagara module, a selection can be seen in the showreel to the right.
The team composition was rich in eager 2D artists, wanting to show off both their design and animation skills, so in lieu of my role as both Scrum Master and Generalist I got to take on the UX/UI duties of the team, but I also managed to snag some tasks for animating some digital "blueprint trees" loading in as platforms into the 2D platformer section of the project.
Besides my artistic duties, I was also Scrum Master of the project as well as dealing with communication. That entailed such things as leading presentations, negotiations of budgets, planning and leading team meetings etc.
Kenopsia was a project that pushed my flexibility and adaptability further than any other.
Role: Concept artist, Scrum Master
This project was an interesting one. Not only did I get to stretch my creature design muscles, but since all the 3D artist this project was assigned were environment artists whom, though talented, were not entirely comfortable with either characters and animation, I had to design smart as well.
A good example would be the main monster "The Eldrich Spirit", which was designed to not require any animation, letting its "life" come from the tentacles, which were physics-based in nature. Other objects were designed with similar processes, though all did not make it into the game or this portfolio.
It was an interesting lesson in the practical functionality of a concept artist. It doesn't matter how interesting or cool a concept might be if it cannot be practically implemented into the project.
Role: 2D Assets, UI, Prop Design,
Concept art for sports games can often be acomplished with simple photography, but becomes a necessity again when you make the game a mix of american football and dodgeball set in a low gravity environment with rocket boosters.
I had my hands in a lot of jam jars this project, from intermediating between quarreling devs to making cute little cartoon characters for the games tutorial.
Role: Main Animator, ScrumMaster
During our first project at Futuregames Academy we had the delight to create an oldschool game and work with retro pixelart, and we chose to lean into the limitations of the late 80's.
Having a very limited number of colours and pixels per sprite made for a great challenge and a very fun project.
Beyond the animations shown I also worked on some static environment sprites, UI, and I also created the trailer above.