2022

FARCRY 6 was released in October 2021. My role on the project was Team Lead Artist responsible for the Object Bank production pipeline for the “Lost Between Worlds” DLC released in December of 2022. The timeline was aggressive with only 6 months until ship date. I managed a team of 9 modellers and texture artists producing assets for 16 levels known as “Rifts”

My Team was responsible for developing all the environmental crystals seen throughout the game. One of my strengths is organizing complex production pipelines. Over the past few years I have utilized MIRO Boards to help me communicate and manage my teams production schedule in realtime. With the integration of JIRA inside MIRO I have streamlined the process and provided full visibility to all departments and dependencies. Always delivering on time and on budget.

Screenshot of my MIRO Board for FarCry 6: Lost Between Worlds - Object Bank Production, Blockplan & Pipeline


Official Ubisoft screenshots released in December 2022

In this screenshot from the Fortress Above level you can see how the Level Artist used the Crystal Kit across the environment. The Crystal Kit was constructed in a way to allow artists to have more creative freedom with the placement of these small, medium or large crystals. This kit was a group effort due to its complex shader characteristics, something that had never been done before in this engine. The modelling was done by Daniel Luka, texturing by Yukiko Otsu with additional work by Jonathan Batt and Victor To. Below are a few more examples. The shattered Skydome that my team produced can also be seen in the background.

In addition to providing a comprehensive Crystal Asset Kit for the entire game, my team created custom skydomes for the majority of the levels. One example shown above is from the Sunken Esperanza level. Produced by artists Ian Pulido & Junwoo Park.

One of the more challenging assets required for the game was a fractured crystal shard (above) that the player interacts with and carries throughout the game. This asset required many iterations and expertise from various departments. My Team was responsible for the modelling, texturing and the initial prototyping of this game ingredient. Derian McCrea, Yukiko Otsu & Victor To