Grateful for the opportunity to work with the amazing team at Happy Cauldron Games on their upcoming title, Fractured Conquest.
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The team brought me on to do a full rework of the game's environments and overall style. I was responsible for three major pillars of the overhaul: setting a new art direction, creating all the assets used to generate the worlds in Unity, and implementing these assets in Unity.
For the art direction I wanted to create clean but atmospheric visuals whilst keeping away from too much stylization. The environment art had to first and foremost indulge player fantasy, and feel immersive, before giving due consideration to readability.
All assets were procedurally generated: meshes in Houdini and seamless textures in Substance Designer, with some baked textures in Painter.
These environments are randomly generated, so implementation included setting the spawning rules for the various biomes in Unity using HCG’s in-house tech; setting up the day-night lighting, post FX, and fog variables; authoring custom shaders such as those for the foliage and pools of water; and ensuring assets were optimized in URP for smooth gameplay even on modest systems;
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Big thanks to Andrea Tunesi, Duncan Tanahara and Matt Summerhill for their input and guidance.