Terraformers: Space Command

I was responsible for animating, staging, and editing of the Terraformers trailer.

We wanted a vibrant living world for the player to battle on.

I was responsible for animating, staging, and editing of the Terraformers trailer.

I was responsible for animating, staging, and editing of the Terraformers trailer.

I was responsible for animating, staging, and editing of the Terraformers trailer.

I was responsible for animating, staging, and editing of the Terraformers trailer.

I set up a 360 painting system in Blender that brought skybox paint times down form 8 hours in photoshops to about 2 hours in my setup. We had a particular focus on building distinct regions of space for the player to subliminally track.

Roles: Technical Artist, Environment Artist, Cinematographer, Lighter, Texture Artist, Animator
Production Team Size: 5


For terraformers, I was the main 3D artist, with occasional ventures into technical art to support our programmers. I designed and implemented mech units, planets, space stations, and the launch trailer.
While on the team I also trained the design team in the PBR workflow with Substance Painter, developed a software agnostic workflow to get models into the engine and worked with the programming team to develop more efficient navmeshes and shaders.
For terraformers, I was the main 3D artist, with occasional ventures into technical art to support our programmers. I designed and implemented mech units, planets, space stations, and the launch trailer.
While on the team I also trained the design team in the PBR workflow with Substance Painter, developed a software agnostic workflow for to get models into the engine (making us a Max, Maya, and Blender friendly studio).
Find the game on google play: https://play.google.com/store/apps/details?id=com.OutcastStudios.Terraformers&hl=en



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