Assassin’s Creed IV: Black Flag (2013)

Technical Artist - Abstergo Present Day

  • Creating preliminary texture tests for estimating the world memory loading times.
  • Estimating the triangle count for the most of the game assets.
  • Estimating and managing the triangle count for the LODs in the world.
  • Adjusting and changing almost all default LOD settings for further optimizing the heavy interior geometry.
  • Technical quality check of the game assets.
  • Technical managing and cooperation with a team from Ubisoft Shanghai for creating most of the props.
  • Creating all the occluder proxies in the world (see gallery). Optimizing the occluder system.
  • Resolving FPS drops in problematic heavy zones. Finding solutions for several FPS related bugs.
  • Manual Culling settings and calculations for almost every prop or asset in the level.
  • Organizing and controlling the entire Object Bank data base documentation.
  • Generating and testing the Navigation Mesh / Gameplay Surface Type. Checking and controlling the Navigation Mesh settings of all the game assets.
  • Systematic profiling of the environment texture and mesh budgets.
  • Daily making / running of XBOX and PS3 builds – watching closely for almost all FPS related passes: Geometry Buffer, Lighting, Transparency, Shadow, Post Effects etc.
  • Modeling, remodeling and polishing of several in-game props (gallery coming soon).
  • Fixing and managing the collision meshes in the level.
  • Placing and arranging multitude of props in the Abstergo Present Day world.

Assassin’s Creed III: Liberation (2012)

3D Environment Dev Tester - entire game

  • Managing and organizing almost the entire Object Bank data base.
  • TDG (Technic, Design, Graphic) testing and verification of all the worlds and game assets.
  • Generating and testing the Navigation Mesh / Gameplay Surface Type.
  • Adjusting and managing the AC climbing rules and systems for the VITA game.
  • General bug finding.

 

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