As the only 3D Artist for the majority of the production, there was a lot to do. I was responsible for Modeling, Texturing, Rigging, Integrating Characters, Props and Environment assets in Unity and configuring Dynamic Bones and Anchors. I was therefore involved in the workflow design, R&D, prototyping and numerous itterations of all-of-the-above. I was also in charge of Level Art in the beginning, some of which survived to the final game (the Obsidian Gate level and The Citadel’s layout). In the end I was also tasked to deal with assets from packs and contractors. The whole production lasted about 20 months.
MIRADOR on Steam: https://store.steampowered.com/app/799350/Mirador/
Animation and original poses by: https://ca.linkedin.com/in/mariepiercadorette
Level Art by: https://www.artstation.com/marcantoinejoly
Artistic Direction, Shaders & VFX by: https://ca.linkedin.com/in/germain-couet-205bb9181
Integration and tools by: https://www.eschatonaut.space/
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