- Helped establish overall art direction for Age of Sorcery through the creation of a VFX style guide for establishing color and shape language for each school of magic. - Established pipelines and tools for creating the casting rocks (Houdini). setup a procedural pipeline for the animations, fracturing, destructible meshes and the high and low poly for each rock. - Also setup semi-procedural pipelines for texturing the rocks (Substance Painter) and for processing the runes (Substance Designer) - Created all particle and staff VFX - Was responsible for all textures and materials and created a series of Universal Casting FX too to work with all spells Casting system was implemented by the talented Chris Meredith
Casting FX with School Selection - Thaumaturgy
Casting FX with School Selection - Demonology
Casting FX with School Selection - Divination
Casting FX with School Selection - Illusion
Casting FX with School Selection - Necromancy
Universal Casting FX - Upward
Universal Casting FX - Forward Release
Universal Casting FX - Ground Slam
Houdini Pipeline for rock generation. Destruction sim was sent out as Alembic and reversed/played forward as a geocache animation.
Substance Pipeline for texturing