Sixth game project at the game assembly.
The Witch God - Disturbed from your eternal slumber, you wake up to find that an ancient evil has returned to your lands and taken over your people. Fight your way through the cursed ruins and swamplands so that you can return to your former glory!
I was partly responsible for the art pipeline and terrain shaders. I also upgraded the PBR/lighting shaders from the previous project. I modelled and sculpted some of the nature assets, but for the most parts made low-polys for already finished sculpts. Most of my time was spent fixing things that broke or needed special solutions, some of which went beyond the bounds of being an artist.
Fifth game project at the game assembly.
Alien Blaster - the evil Craglordians has launched a full scaled invasion on your home planet and you're the only one who can stop them.
I was responsible for the art pipeline, the PBR/lighting shaders, optimization, and a small part of the postprocessing. I also contributed with modular parts and buildings, especially for level 1. I also designed and modelled the player ship. A large part of my time was spent on rendering cubemaps and skyboxes for level 1, 3 and 4.
Fourth game project at the game assembly.
Murasaki - a game about a mysterious warrior arriving to a strange land. Gather the three orbs and defeat the evil long locked away.
I was responsible for the rendering pipeline, tilesheets, effects, rigging and animations, as well as modelling the main character.
Third game project at the game assembly.
The Fairy Escape - a game about a fairy boy trying to escape and reclaim his wings from an evil wizard. Jump and dash your way up the wizard's tower throughout Celest-like platforming challenges.
I was responsible for the rendering pipeline, tilesheets, effects, rigging and animations as well as modelling the main character. I also placed out a large chunk of the shading/shadows and detail sprites.
Second game project at the game assembly.
A Fistful of Bounties - a side scrolling shmup about a bounty hunter collecting the bounties on the notorious Rust Heap Gang.
I was responsible for the rendering pipeline, some of the effects and animations as well as modelling several ships and the whole night level scenery. I am especially happy with the system used for rendering reflection sprites in this project.
First game project at the game assembly.
Catbot - a simple but humble point and click game about a robotic cat who breaks and gets thrown away. Find your way back to your owner’s care.
I was responsible for rendering and modelling the basement and a large part of the garden, excluding various props. I also modelled the birds and the dog.