As both an Environment Artist and Technical Artist on Dead Rails, I was responsible for implementing props, modular assets, and environment pieces into the game world while ensuring performance was optimized for runtime. My role extended beyond asset creation, involving the development of the project’s mood and distinct visual identity.
A key part of my work involved refining the game’s look and feel through post-processing and custom shaders. I developed systems that enhanced the stylized aesthetic, including a Post Procesing Shader, which segments lighting values to create a cel-shaded effect that reinforces the game’s unique tone. In addition, I implemented a Color Grading Curve that functions like dynamic filters, allowing me to adjust the atmosphere of scenes by fine-tuning the balance of light and color.


I also contributed by creating various in-game animations, such as the supply crate opening sequence. These animations were made with the focus on being very distinct so they serve as key visual feedback for the player

