Hi! Here are a few examples of buildings and outskirts I worked on Age of Empires IV. I had the pleasure to work not only with my art team but also support tech art in several tasks. Please find below the breakdown of my work:
ART:
-My main job was to benchmark greybox, final models, and PBR textures of assets to be used as guidelines by in-house artists and external developers. Towards the end of production, my team and I polished all buildings to push visual quality even further. In such a fast-paced game, players must be able to recognize Economic or Military buildings, Fortifications, or any specific structure immediately. We took advantage of shapes, colors, sizes, and props around the buildings to make that happen.
- The images here are examples of buildings I modelled, textured, and set up in-game.
Tech-Art:
-One of the most rewarding experiences in this game was coming up with a solution for rubble piles. I created the art and in-engine behaviour set-up of this feature and applied it to all buildings in the game. There are 2 types of rubble piles: Interior piles that remain with the building ruins and exterior rubble piles that despair a few seconds after the building is destroyed. The piles will be triggered based on the amount of damage taken by the buildings. This feature improved the destruction visuals without affecting game performance.
-I worked with tech art to create a new building construction and destruction tool. One of the most important and visually appealing parts of the game. I also used the tool to benchmark and work on several buildings.
-I adjusted the art, created the in-engine behaviour, and placed scaffoldings around all buildings during their construction. Scaffoldings will pop up and grow according to progress in building construction. We could only have a very limited variation of scaffoldings for both length and height, which required a lot of planning to accommodate all buildings in the game.
[Oct 2018 - Jun 2019]