-Switching between projects, realist, semi-realist and WoW style, I streamlined the outsourcing process by helping other artists adapt to each client’s workflow
-In charge of high poly blocking, retopo, UVs optimization, texturing (realist and handpainted), Unreal integration, and ensuring the respect of client’s need
-Brought 2 contracts by passing the client’s art test
I joined a project called "Seth" almost a year after it's creation, and 6 month later Chaotic Studio was officially founded.
Seth is a Roguelite fast FPS set in an alternative Egypt, where egyptian mythology meets science-fantasy. I may not be a FPS player, but the atmosphere alone makes me love our game, and it was a blast to work on the super cool characters designed by our concept artists. I was in charge of the sculpting, retopology, texturing and integration in game engine for the characters and their weapon. I also helped our Environment Artist with some small props.
A quick Freelance mission where I produced low poly characters for an undisclosed VR game
Modeling and UVs in blender, textures in Substance painter
Hiqub is a really small team, in fact we were 2 artists. I was in charge of :
- Designs (character, props, environnement, UI)
- Modeling (character, props)
- Texturing (character, props, environnement)
- Rigging
- Final UI design