I am thrilled to share my contribution to Need for Speed™ Unbound.
In this post, I will be highlighting my work on developing the brakediscs creation pipeline for this title.
In this post, I will be highlighting my work on developing the brakediscs creation pipeline for this title.
In my role as Lead Vehicle Artist, my focus for this task was on setting the quality standards - by personally creating several brakediscs, establishing the technical structure and requirements for the assets, and devising tools to streamline the work of my colleagues and to ensure visual consistency.
Creating the vehicles for Need for Speed™ Unbound was a massive collaborative endeavor that involved the entire team at Criterion, our EA partners and our Outsource vendors.
I extend my heartfelt thanks to all those who contributed to the development of the vehicles, in particular the Vehicle Art Team, Technical Artists, Software Engineers, Art Directors and countless others.
Substance Designer utility that I created to ensure there would not be any visible seam during the texture creation of the brakediscs.
This utility allows the Artists to quickly apply presets to obtain different visual results based on the type of brakedisc they intend to create.
This video showcases the incandescence effect of the brakediscs, for which I created the shader and in-game logic.