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.