Project Vance - Battle Barge

At Battle Barge, I was Art Lead for the Character Art, Environment Art, Outsourcing and VFX teams for Project Vance, a 3rd person co-op looter shooter. Most of my day-to-day contributions were in the realms of leadership, external art feedback, conflict resolution and team building. I also tried to pick up a few trickier technical challenges which didn't have the direct "MUST BE DONE NOW" kind of stakeholders, and helped the team in general with some of the wilder aspects of UE5.

My direct technical art contributions were the destructibles and interactables, designing and leading the development of the stylized anime shader. I helped develop the character and environment art pipelines with an eye on the team size and art style goals. I was also a continuous point of contact for any Unreal issues.

The project was shut down in October 2024, and some of the art was adapted for use in Storm Lancers for the Switch.

Art Vision targets were created in collaboration with the AD and other artists. I posed and composed the initial UE5 scenes, and other fantastic artists painted and adjusted the composition to create the final target.

Art Vision targets were created in collaboration with the AD and other artists. I posed and composed the initial UE5 scenes, and other fantastic artists painted and adjusted the composition to create the final target.

Art Vision targets were created in collaboration with the AD and other artists. I posed and composed the initial UE5 scenes, and other fantastic artists painted and adjusted the composition to create the final target.

Art Vision targets were created in collaboration with the AD and other artists. I posed and composed the initial UE5 scenes, and other fantastic artists painted and adjusted the composition to create the final target.

I designed, programmed and implemented the multiplayer-ready destructible objects for our project, which was a ton of fun. Things explode! There's timers! it's fun.

I designed, programmed and implemented the multiplayer-ready destructible objects for our project, which was a ton of fun. Things explode! There's timers! it's fun.

Can they trigger each other? Of course, otherwise it wouldn't be chaotic!

Can they trigger each other? Of course, otherwise it wouldn't be chaotic!

Enemy harvester soldiers. These were meant to have a variety of mesh attachments and material treatments which could create different units.

Gameplay was chaotic, with a large amount of traversal mechanics.