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.

Before After

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

To streamline asset integration, I created a Master Material that served as a flexible foundation for props and environment assets. Built on a PBR workflow from Substance Painter, the material was designed for high customizability and compatibility with gameplay mechanics.

Beyond shaders and optimization, I created modular assets and props that defined much of the game’s environment. These assets were designed to be reused and recombined, making the world scalable while preserving artistic cohesion. By establishing a modular workflow, I supported both the efficiency of the art pipeline and the consistency of the game’s overall visual identity.

Performance optimization was an ongoing challenge in the development of Dead Rails. To address this, I created a Python script that parsed GPU memory dump commands to identify leaks and potential bottlenecks. Additionally, I used Unreal Insights and the Shader Complexity view to profile the project, diagnosing performance-heavy assets and effects. These tools allowed me to make targeted improvements, reducing unnecessary overhead and ensuring smoother runtime performance.

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