MERGE MANSION
In my role at Merge Mansion I worked to modernize the game and bring a blend of both 2D and 3D Assets into the game that had been only 2D for many years. Working with Unity, Photoshop, and Blender we accomplished a nice balance in visual quality. Alongside Artists, I modified many pipelines to make this possible, all while proritizing speed and reliability of the tooling as well as our performance metrics.
WARHAMMER 40K: TACTICUS
On this project I was primarily in charge of pipelines, especially for the 3D models. Making tooling to ensure 3D Art was exported from Maya into Unity with proper settings and budgets. Working within Unity I made solid, easy to use pipelines for setting up 3D Art for both myself and Artists. I also had the opportunity to work with a few Shaders and VFX, adding to the visual quality of the game.
CANDY CRUSH SAGA
On Candy Crush Saga I focused mainly on pipelines, with a focus on Art Tooling, as well as implementing Assets in a proprietary engine. I worked primarily with Art programs like Illustrator and used Python to automate many processes for Art and fellow Technical Artists.
POKEMON TCG: POCKET
While working on Pokemon TCG: Pocket I made many tools for implementing Art into Unity, from 3DsMax and Photoshop. I made tooling for configurations needed within Unity to ensure the Art was at a high visual quality standard as well as meeting performance metrics. I also worked on some VFX and Shaders to add to the quality of the game experience.
HIVESWAP
Hiveswap was made in Unity using the 2D system. Here I was responsible for exporting Art from Photoshop and implementing it into Unity. I also worked on tooling for myself and Artists to make the pipeline as quick and efficient as possible.
