Introduction
I joined the project during the final six months of production as a VFX / Technical Artist, stepping into a fast-paced environment to do my best to help deliver the game through its final production phase.
As part of onboarding into the project, I had to rapidly learn the engine's ( IO Interactive's - Glacier Engine ) core logic, visual scripting framework, shader systems, and particle systems and internal workflows.
With most of the project's core systems and templates already established, my focus was on expanding and refining the existing VFX library. By leveraging and extending available assets and tools, I created polished visual experiences that supported gameplay features while maintaining a high level of visual quality and consistency.
Key Responsibilities
- Polished and finished up a bunch of custom and reusable VFX and systems.
Making sure they looked good while staying optimized. - Made a signature VFX for one of Bond’s gadgets. (Flash Mine / Proximity Mine) 💥
- Provided VFX support for gameplay Setpieces, ensuring reliable integration within existing gameplay systems.
- Worked a lot with Volumetric smoke (Smolder) 💨 tweaking and refining EmberGen/Houdini setups for some effects. (Mostly Impacts)
- Built a GPU-driven rain impact system surrounding the player, using camera-distance-based distribution to generate performant real-time rain splash effects. 🌧️
Big shoutout/thanks to the TA team at IOI for making the learning curve easier,
and for being fun colleagues to work alongside throughout the project.