Ubisoft Shanghai's biggest project so far, I led a team of 25 internal artists working with over 350 artists at 11 outsource vendors across China.
With so many props, we have legal right to recreate fairly few real-world items in Washington DC, and had to modify nearly everything, but not so much as to make it feel inauthentic.
where we could we used photogrammetry scans to capture the many statues in DC. When we couldn't for legal or technical reasons, we used kit-bashing to quickly populate our needs.
Our team concepted and created vehicles that felt like the real world brands. The trick was to make them believable but unique to our game.
A mix of megascans and our own scanning methods were used to create photorealistic foliage.
As a looter-shooter, much loot is required to make the game fun. We supported the lead studio in creating modular and custom weapons new to the series.
We also made most of the gear used for your personal skills in the game.
From backpacks to knee-pads, every piece of gear has a quality level, purpose, and brand, concepted, modelled and textured by my team in Shanghai.
My team and I took full responsibility for the civilian system, from pipeline to roster to concept to creation.
In addition to shirts and pants and shoes, we also made full outfits for the player character, loot for special mission and vendor exclusives.
Several levels of unique character in this project. Some required unique heads and some unique clothing items, some used our generic pool but supplemented with unique hat or special pattern on their shirt. The simplest version were made exclusively from our randomized asset pool, but curated to make them stand out.
Hi resolution renders of characters from UFC 2009