Main Job
I worked as a technical artist on this project. My main job was to provide highlight keys and workflows to support the World team in quickly bringing visual content into their games.
Focus:
This game supports open world, story mode, and co-op play.
The main jobs were maintaining the game play performance for locations and including weather and time change, color codes for each location, pets, helicopters, tanks, various weapon systems, socket building upgrade system located in each player base, and so on.
Playgo Whole Mission Play Performance Maintain
Esperanza Final Mission location LOD logic scaling zone set up on the map
Esperanza Final Mission Performance Maintain
West, Central Playerbase Performance Maintain, Socket Buildings Maintain
During the Far Cry 6 project, I -
* created a front-end [Budget Report] page to visualize the back-end code so that multiple teams can see the status of each location
* updated back-end budget collect codes and data to get data from the engine
* maintained the workflow of art production
* maintained the World art budget
* analyzed the data and helped the World team to find the right solution
* did Initial setup and maintained the world Road Sign System
Skills for work are
* Python
* data analysis tools for Consoles
* data analysis tools for Ubisoft Game engine
* 3ds max
* others C#, C++, Script
Main Level Artist: Leonardo Lezzi, Mathew O
Ship Blockade: Richard Wych Bharata Setiawan
Main Level Degien: Matthieu Chane
Main Lighting Lead Artist: Taeha Park
Main Lighting Artist: Luka Romel
Main Lead Level Artist: Yong Ding
Main Level Artist: Tylor Yeung, Milan Beric
Main Level Degien: Ted Mcilwain and Jyh Yang Ang
Main Lighting Lead Artist: Taeha Park
West and Central Playerbase In-Game Scene
Main Lead Level Artist: Richard Wych Bharata Setiawan(West), Jonathan Wiley(Central)
Main Level Artist(Central): Preston Wilson
Main Lighting Lead Artist: Taeha Park, Luka Romel(West), Daniel Sewell(Central)