- Project: Wayward Strand
- Category: PC / Playstation / Xbox / Switch Game
- Company: Ghost Pattern
- Project URL: https://waywardstrand.com/
For Wayward Strand, I was brought on to the project to manage all things Technical Art, as well as some supporting 3D Art work.
Being a very small team, through the course of development I took on more roles and responsibilities including:
- Prototyping, iterating and implementing the game's UI both in-game and all menus.
- Describing and categorizing all game states and contexts & designing solutions to best communicate these to players.
- Redesigning the entire airship from the ground up, which is the only 'level' in the game. This was done in conjunction with an architectural consultant on the team to bring some historical truth to the design and ship elements.
- Putting in place a proper art pipeline to massively improve implementation/iteration times for our 3D assets
- Large scale audit & optimization of the pre-existing assets that had been made by various contractors over the years of development before I was brought onto the team
- Managing and mentoring the junior 3D artists on the team to support the creation of all of the bespoke patient room assets and ship decorations.
- An overhaul on the existing lighting/vfx/post-processing of the game to push as close as possible (within the time & budget constraints) to the game's concept art.
- Implementing weather & time of day LUTs, animations and VFX