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Video game tessellation art
Video game tessellation art













video game tessellation art

Depending on what I have to do, I do some sketch of composition or detailed props. I also look for some stuff that doesn’t directly relate to the basic subject, because it helps me to develop the very original idea.Īfter this step, I do sorting, choose the referencesscreenshots, assemble them in a moodboard and do some quick sketches based on the board. I usually look for pictures, historical references, videos, concept art for shapes, references for mood. When I need to make something from scratch, in general, I begin with a brainstorm and I pick many pictures of visual references on Pinterest or Google. So I had to rework topology of almost every asset in order not to lose important details. We usually don’t have any problems with LODs as we use Simplygon plugin but in the case of this map, it was a concern because there were many large areas where you can see a lot of complex and organic shapes of the buildings at the other side of the map. Once everything was finished and the map was validated by the art direction, I stayed on this map for fixing all the LOD bugs together with the level artist. The first season delivery (Shadow and Might – Season 2) was at the same time my biggest challenge and one of my biggest pride since I joined the industry. That would mean way less time than usual for producing those maps and we clearly had to be more proactive and partly readjust our production pipeline after the 1st delivery. Every 3 months through the year after the launch we had to ship 2 new maps with different level design. Then, a few months later after finishing For Honor, a brand new type of production task appeared: keep supporting the game that will go live. The communication quickly became a priority, especially in the environment art department where there were many artists of different specialties all dependent on each other. In terms of work, one of my challenges was to adapt to the AAA workflow in a team of a few hundred people. For making this shader work properly, you need to close the edges of every single mesh otherwise it will show highlighted ugly holes when passing through them. For example, in For Honor, the camera can pass through the walls or buildings (camera occlusion) and when it does, you can observe the interior of assets rendered with a grey noise shader. The team was really caring and they wanted me to adapt well as I transitioned from being a student to a professional.Ī thing I realized quickly was that the school taught us a lot of techniques and tips but there is a lot of specific stuff that school will never teach. In fact, I had the best integration ever without any stress and with a lot of time to finish my first task. In term of challenges, I was rushing so hard during the 3 years of my bachelor that when I joined the For Honor team, I expected to crunch again as the game was due to be shipped in less than a couple of months. I began to work at Ubisoft in spring 2016, so it’s been 2 years and a half since I joined the industry.

video game tessellation art

I worked on the game For Honor, its seasons and its Marching Fire expansion.įirst Experience with Ubisoft & Work on For Honor We had so much fun doing our game and happened to win the price of the best art direction and 5 nominations in different categories.Īfter the contest, I graduated from school and was hired as a modeler at Ubisoft Montreal. Later for my synthesis project, I teamed up with other 4 graduates and 3 programmers from other universities and we did a game prototype for the Ubisoft Game Lab Contest.

video game tessellation art

And of course, you can be easily polyvalent in environment art (level art, modeling, texturing, shaders, lighting, etc.) I stopped my choice on it for good because environment art has more freedom for creativity and ownership as we always have to change drastically the basic concept idea to adapt it to the level design.

video game tessellation art

After college, I built a portfolio and entered the university to study 3D art.Īfter trying many different things like animation, character modeling, and game design, I decided to specialize in environment art. I did some private sculpture class for a couple of years and after that, I went to college where I specialized in visual art. I’m from Montreal, Canada and as long as I remember I’ve always been interested in history and old architecture and loved to play video games.















Video game tessellation art