Tools: Unity, Blender, Photoshop, paper and pencil.
My tasks
Prototyped levels, puzzles and combat during pre-production.
Developed technical level and art solutions to enable the creative vision of the project (combining 2D pixel-art visuals with 3D logic and lighting), with code-free methods for the artists and game designers.
Created complete, thorough documentation including visual aids (also did video tutorials) to help the rest of the team build 3D pixel-art worlds and understand, use or modify the technical implementations I had provided.
For more details and access to the original documentation I created, please visit this link (shared with their permission).
Left: The procedures I designed to build levels were made to be used with ProBuilder (Unity).
Right: A technical test I made, shared by the team on Twitter. Lighting, normals, water shader and terrain pixel-art were done by me. The water shader evokes a fluid-looking behavior while keeping the pixels perfectly on a grid.
Left: The amount of foam could be changed directly by editing the vertex color data from the mesh.