I helped friends in Montreal get some VFX done for their MOBA style vehicle game. I think the working title was Vroom Kaboom. I had finished my own startup project and got pretty familiar with the particle engine in Unity so offered to help get some content built.
I had some fun messing around with dust and flames. The goal was to create quick and performant effects with an action-arcade look.
I used a static scene to test them as I couldn’t play the game and see them at the time. So there are no animations and model swaps that would typically be part of the presentation. Just the particles on repeat play.
A friend contacted me to help set the bar on some character portraits for a local mobile game developer. When I’ve directed these in the past, one critical thing was to try to put more personality into them as it's really your best opportunity to do this in the game experience. I used the in-game models but add more detail, expression and better lighting.
I was contracted to make a set of portraits from existing models while working within the constraints of existing style rules. It was a fun break from system work and UX design I was doing at the time. I enjoy small projects like this occasionally.
x-tra stuff...
Allan is a top tier talent, in design direction and art. His level of experience in games is a massive help in defining a project from start to finish. Allan is a natural leader, extremely talented in design and art, and picks up tools quickly so he can test assets in game independently. His actions set an example for the rest of his team. I highly recommend Allan, he is a very rare talent that will elevate any organization he joins.
I've worked with Allan on different projects at different studios and I've always been impressed by his versatile skillsets at a project level (design, visuals, UX) as well as his ability to manage and lead creative groups with amazing culture and collaboration. Top notch pro! Highly recommend working with him if you have the chance. Your studio and products will benefit.