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RIVALS is a tactical cover-based shooter built in Unity for mobile.

As Art Lead on the project I was responsible for managing all 3D art in the game, which encompassed characters, environments and animation.

I mentored and worked closely with Thomas Guillory, and together we created all environment art seen in game as well as polished/reworked characters from external partners.

All images are shown in engine as they appear on high end mobile devices.

 

One of the last things I did as Lead on the project was to take a critical look at our characters and how they fit into our game and the ever-evolving market. As the visuals for the rest of the game had continued to improve, our characters fell farther behind and their proportions, geometry and materials no longer played well with the finalized shaders.

I initiated the process of bringing our characters up to the current visual standard.


Process

We used a customized PBR pipeline in order to bring high-end graphics to the mobile space.

Levels leaned heavily into baked lightmaps to achieve the look and feel, using our PBR shaders for realistic material definition, and light probes to ensure dynamic objects would blend seamlessly into the world.


GALLERY

A look at some of the 50+ levels in the game.

In addition to my Lead responsibilities, I contributed directly to all aspects of the environments, including models, textures & materials, design, lighting and art direction.