Shardbound Material and Lighting Env Work

Some before and after images of the Material and Lighting work I did on these levels post artist submission. The core artwork was fantastic to work with. And a lot of this work was dialing in how to get the hybrid dynamic and static lighting to work together with the static and dynamic objects.

Detail textures were added to some of the materials to push something for the lighting to work with on the flat surfaces, a global texture mask was integrated to drive dirt and variation details on the dynamic tiles.

Lighting channels were used to pop rims on the dynamic objects and characters, and the “skirt” around all the hex tiles was static, but with a player 1 and player 2 customized view and lighting per camera angle, with uv lightmap work to optimize the texel density to work with where lighting needed to pool or rim.

A demonstration of the Character lighting pass once it was integrated into the updated environmental lighting, with localized dynamic lights on some of the units themselves.

Spyro Remake

January 2018 – September 2018

I took a roll as their Senior Technical Artist at Toy’s for Bob, primarily working on Lighting and Materials in Ue4.

Its a very intense production that’s taught me even more about the UE4 Engine.  I hope to expand upon this post with details on large team wide scaling of parallel asset production, material and asset organization pro’s and con’s, and a lighting Post mortem at some point in the near future.

Morgue Setup Article Added!

At the end of the Digitigrade IK setup it left a few people going “well, that’s great, but its a pain to do this setup for a bind pose.”

To answer that, my next article! Morgue Setup practices and Assembly methods.  Hopefully this bit of explaining will aid in adaptation of my rigging solutions to your own rigs.

Digitigrade Inverse Leg Setup

In attempts to start putting some substance down from what I’ve learned from rigging over the years, I’ve started with a write up of my IK Inverse leg setup to see if others out there can reflect upon it and help make it stronger, or if it will provide a solutions for others.

Digitigrade Preferred Angle Inverse Leg Setup

Juro in Cat Form from Shardbound, with a preferred angle inverse leg setup in use.


Shardbound Production

What an amazing two years its been!  Its hard to believe that much time passed on this project already.

Shardbound is a UE4 Tactics CCG PC game, under development by Spiritwalk Games.   I started as their Lead Tech Artist when the game looked like this:

And we took it to look like this:

Some of the units up close in our Barracks view:

My first week I started making this outline of the data flow of the art asset pipeline, and the last I checked, its turned into a 36 page Technical Art Design Document.

Mistakes were made, things were learned, what a fantastic production!

Shardbound Eagle Primal Rigging

This is a sped up capture of my base process for creature rigging on the game Shardbound.

Its a different approach from autorigging, that’s been production friendlier for me as often the only tech artist on a team. There’s still a fair amount of custom script support happening in the background.

In a nutshell, its a morgue of body parts pre-rigged, that have their proportions exposed through interface nodes throughout the rig that allow them to be adapted on the fly to fit a character, instead of tearing down and rebuilding an entire rig via an auto rigger. This workflow allows for manhandling control logic, or splicing in custom solutions on the fly without the overhead of converting the logic into a script.  As new control surfaces evolve, they get ripped out of a rig, polished and dropped into the morgue for later reuse.

Similarly structured characters can also quickly be adapted from previous rigs, as demonstrated by this video of a biped rig core with inverse knee being bent into the structure of a bird.

Marvel Heroes – Asgard Game 2.0 Update

2.0…  More characters, More Mobs, More Polish, More Game Modes, New login Screen!!, New Gameplay Systems… So much more!


So far, I’m torn between Loki and Human Torch being my favorite to play.

Check out some of these reviews!

And I’m partial to the new Asgard Loki login screen as it was a side project I did after some of the UI guys mentioned the idea.