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Celtic Heroes - iOS/Android

Worked on a wide range of projects within a small team, ranging from environment art, technical art, tool support, and programming. A lot of the challenge was in improving visuals while continuing to support older devices (eg, still runs on iPhone 4, an eight year old device).

Technical art projects ranged from visual improvements (Character shaders for reflections, emission, wind, etc. environment shaders: sea/shore, river with flow editor tool, foliage wind, terrain. New features and effects: randomized lightning system, atmospheric blending, footstep system), to artist support (in game character previewer to visualise the vast number of assets in game, improved environment art export pipeline, improved database tools for setting up assets), and also 'pure' programming (optimization and bug fixing initial Unity port, new animation system features).

Lightning system with camera shake

Lightning system with camera shake

Seasonal system to allow a single scene to be adjusted at run time.

Seasonal system to allow a single scene to be adjusted at run time.

Sun shafts shader

Sun shafts shader

Atmospheric blending to change atmospheric effects as you traverse the zone. Drives the fog and draw distances, scene lighting, environmental effects to allow major changes through the level, eg, sand storm with howling wind, through to calm indoor areas.

Atmospheric blending to change atmospheric effects as you traverse the zone. Drives the fog and draw distances, scene lighting, environmental effects to allow major changes through the level, eg, sand storm with howling wind, through to calm indoor areas.