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Jected : Rivals

Here is a small selection of work of the time spent on Jected: Rivals. I was the Lead Environment Artist later promoted to Tech Art Director at Pow Wow Entertainment helping out on Jected: Rivals (UE4) leading a small team of artists. The game didn't end up doing all that well but it was a fun project still and I grew a lot as a lead but also learned so many new things.

Responsibilities includes:
- Managing & Mentoring a team of artists
- Environment Planning, Production & Outsourcing
- Asset Planning, Production & Outsourcing
- Helping in developing the visual style of the game
- Cinematic Sequences & Composition
- Lighting, Post Processing & Color-Grading
- Art Tools Development / Shaders / VFX
- World Building Workflows & Pipelines

Early Access Trailer

A Gif of The Action

Oversaw Direction, Production of the Levels & Mentored the Environment Art, Prop & Tech Art teams.

Oversaw Direction, Production of the Levels & Mentored the Environment Art, Prop & Tech Art teams.

Fake-Print shader when the camera gets close just to allow for lower resolution textures for large ads

Shader-work for Bounce-pad

Shader-work for Bounce-pad

Tarp normal-blending with wind effects.

Shaders for runtime car destruction/damage prototyping.

Shaders for runtime car destruction/damage prototyping.

Unifying Landscape Cliff Material with handplaced cliff meshes, perfectly merging the two, during early development.