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Professional Work

Eerie Worlds

Role: VFX Artist and Animator

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We worked to develop the game Eerie Worlds over a short 3 month period. Although I wasn't involved with the initial creation of the project, I was moved over to do the animation work. Largely adapting animation we had used in CUE, but also creating several new bespoke effects. I created "The Rift" shader, a spinning vortex in the centre of the game board. The game featured upgradable shiny cards, and I spent a long time creating realistic holo film effects for the cards in the game, with multiple different versions for the upgradable cards.

I also had a lot of fun creating some photo realistic smoke puff and smoke flume effects with the help of AI generated images from photoshop. I found this really opened a door for my graphics programming ability because I was able to generate realistic images of sparks and smoke on a flat background, which I wouldn't be able to do outside of a photography studio.

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Cards, The Universe, and Everything

Role: VFX Artist and Animator

Cards the Universe and Everything is a mobile Trading Card Game, I was bought onto the team initally to give the game board animated backgrounds. At that time the game was very bare bones and didn't have background music during matches. Soon after I joined the company I spent a weekend developing a dynamic music system to smoothly transition music to be more cherful or dramatic based on the player's score. Off the back of this I was placed in charge of sourcing and dealing with the music. While I was primarily doing graphics programming and animation under the remit of Tech Art, thre was very little standard UI work, I wasn't assigned any work or bandwith or managing art assets and I wore a lot of diferent hats due to the small nature of the company, so I did some significant work creating tools and also was invited to join the design team for a year to help balance cards. I was also put in charge of the project to retrospectively localise the game, designing the system and directing another developer to create it. Then handling meetings and making sure text was correctly handed over to the translation company.

Other than animation work I developed a lot of generic tools during my time at Avid. I created a basic automation framework for testing the game and playing specific cards in a specific order, unfortunately development of this wasn't able to be taken to its full potential due to large amounts of deprecated data internally. While I endevoured to produce other tools such as the Babel Fish string generator to mitigate this problem, it wasn't enouhg of a priority for other members of the team.

Other tools I developed during my time here include:

The CUE Power Analysis Tool that took all the card ability data and parsed it through Google Charts, creating a html file that was a dynamic chart, able to preview a card's image and ability when you hover the moues over the corresponding data. I used this tool to help balance abilities we were releasing into the game over the year when I was working with the Live Ops team to design the new cards.

A materials manager tool inside of Unity that checked any animated materials whenever you saved and made sure no unwanted changes ended up as clutter in git.
Various tools using Google Apps script to run on Google shees and parse and manipulate data, including a tool to grab images from our server and insert them correctly into the corresponding cells on a spreadsheet that was being sent over to a localisaiton company for translation.
A tool named Babel Fish, initially designedto produce sentences in any language, but after we moved over to ML translation I moved to focusing just on English. This was a truely TDD project and I created almost 5000 unit tests, and had been sucessfully working my way through them, fixing all the issues with the inconsistent ability syntax, before, unfortunately, I was unexpectly made redundant after the board carreid out a financial review.



 

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Lightning Link Casino

While at Product Madness I worked on Lightning Link Casino for a few months, implementing UI and visual effects on the 'Starscapes' feature. While I wasn't on this project for long I gained a lot of experience making self-documenting in-house tools and various animated shaders for visual effects.

FaFaFa Gold Casino

FaFaFa Gold Casino is a social casino app targeted at the Asia Pacific market. I worked as a tech artist implementing UI and custom shaders on the clubs screens and other new features in the game. I was responsible for implementing and animating the UI, creating particle systems and ensuring texture and visual effects looked good and were optimised and some C# work around tools and bug fixing. Please find some examples of my work here.

Role: Technical Artist

Role: Technical Artist

New Yahtzee With Buddies

Role: Junior Technical Artist

In 2017 I worked at Mediatonic on New YAHTZEE With Buddies for Android and iOS, primarily working with Unity UI to implement art and animations in the game engine. I also spent a lot of time working on shaders to create bespoke visual effects and animations that could be easily reused across the game and controlled by code and carrying out occasional performance tests to investigate and optimise features.

Forza Horizon 3

Role: Software Development Engineer In Test

In 2016 I worked as a Software Development Engineer in Test on contract for Microsoft Studios working towards the completion of Forza Horizon 3, developed by Playground Games and Turn Ten Studios.

Reshuffle

Role: Network Engineer

In 2014 I joined a team with 4 other students from Norwich University of the Arts and University of Malta to compete in the Dare To Be Digital competition at Abertay university in Dundee, Scotland. We were successful getting in to the competition with the game idea we had developed - 'Reshuffle'. I worked mainly on network programming but played a large role in designing the game mechanics and in setting the technical specifications for the 3D artist and animator. I was also the one who came up with the initial concept and title. The game was for Android tablets, but could work on phones too and was multiplayer only so you cannot play it here unfortunately, but you can see the trailer we produced for the game below.

Gameplay Programmer: William Cachia
Producer: Jonathan Pace
Artist: Lee Gregory
Animator: Dexter Camilleri
Music (Outsourced): Steven Margetson

 © 2020 Pieter Sebastian Jollans.

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