Monday, 14 March 2016

Gutar Hero - Live- Stage fright - Stage renders

      Here are some pre-renders form Guitar Hero stage backgrounds. I was a co-creator of render and production pipeline for those massive environment assets as well as render farm management and creating render plug ins to automate production process.







Final - In game - view
 












Final _ in Game - view














Thursday, 10 March 2016

Fable Legends - Rain system break down


       Rain system I created for Fable Legends was meant to be part of Season 2 , as such it was never presented to the public.

       The Idea was to create something that is very easy to apply in this case a single element that can be dropped in to level and change the look of environment from sunny to rainy with minimum editing requirement. This way Rain could be applied on existing game levels without need of re-editing it.
      This was achieved by breaking rain in to several elements:
-           Environment screen post-process shader that override output on screen base passes to make things look “wet” .
-          Simple modification to master landscape material that generates paddles based on landscape material high-map.
-          Colour mapping adjustment to create mood.
-          Full screen post process “blendable” material that creates rain features (splashes, water rings, rain curtains).
-          Also there is simple tool that helps to define “dry areas for caves and indoors with minimal editing. In this approach there was no particle system in use. 


Here is example of how scene looks with and with out rain system active
  




 Effect breakdown:

1. Enviroment postprocess changing Roughness , Base colour and Normal Passes to apply "wet" look


2. Generating Paddles, bellow example of 3 difrent intensity settings


(paddle water is actually "running" down the slopes, base on terrain normal direction)



4. colour mapping addjustment to created mood



5. adding rain features via full screen belndable material. 




Final Result: (all of above combined together.)




Envoroment - Material and light - live test.



The following is capture for real time lighting pipeline. All the lights in the scene are completly dinamic. No might maps aor any other form of precomputed lighting was used. 


















Some Older Freelance work


Sing Party - UI
 



Touchwood Advertising campain posters






Gamesick console - product and packaging design







Jaguar LCA and Landrover Evoque website and presentation renders







Astma campain posters




And More