Here we will showcase work we have done, with the owner’s permission.
WECAB Poster
We got an order from WECAB, a taxi company based in Sundsvall, to create three 2D illustrations that capture the vibe of the Swedish countryside up north.
Sundsvall’s 400th Anniversary Light Show
We were responsible for creating all the graphic content for the light show, both in 2D and 3D. Through collaborations with a director, professional animator, and VFX creator, we succeeded in elevating the quality and crafting a light show that was truly enjoyed and appreciated by the audience.
Nieer Automata
I created numerous objects in this game as an environment artist. Here are some excerpts from YouTube clips where you can see the work I contributed.
All these scaffolds are created by me. I was assigned the task of making these structures so that they could be reused in different variations. It’s called modular modeling.
These pipe modules are also created by me, and the barricades at the end of the level are also my creation.
Proof that I’ve done my part in the game: the end credits.
Teenage Mutant Ninja Turtles: Mutants In Manhattan
Due to the NDA, I have nothing other than my word to prove my involvement in this. However, our team was responsible for creating the majority of the city buildings and some other stage levels, including boss levels, etc.
Here are some of the buildings in the game that we created, which you see close to your character, except for those black buildings in the background.
I also single-handedly created this level with the help of concept drawings provided by the client.
Star Fox Zero
In this project, we underwent rapid concept development of space ships in 3D. This was before the time of Houdini and AI, so we devised a method for fast prototyping spaceship options that the client could choose from. Following the selection, we continued with the chosen design to create the 3D game asset.
Created most of these large battleships in space. It was a challenging task due to polygon limits and the desired level of variation they wanted to achieve.
Proof that I’ve done my part in the game: the end credits.
The Evil Within 2
Due to the NDA, we could only get credits for the company I was working for. However, I performed texturing work on various objects for the level with the assistance of Substance Designer and Substance Painter.
Here is the credits for our company I worked for at that time. “Black Beard Design Studio”
N E O ™
This project was our company’s “Black Beard Design Studio” first self-developed game. I held the role of a Technical Artist and also handled the “Blueprint” programming in UE4 for all monsters. I utilized Behavior Tree for the AI and a lot of custom-made animation blueprints. The game was primarily focused on a mobile release.
Here is a long trailer version.
インクオン – Ink On ™
In this project, I was responsible for creating all the shaders for the game. I programmed in HLSL with the assistance of Shader Forge in Unity. Through close collaboration with the VFX team, I designed special shaders tailored for their use in the game. The targeted aim for the shader type was mobile platforms.
Here is a short trailer version.