Wild Life: Puzzle Story

I came onto this project as a Graduate. Throughout the project I contributed to establishing the pipeline for the Environment. We used procedural materials in Arnold to create the assets. I set up a library of environment materials and a base material for generic props that Artist can use to make appealing renders. I also contributed to making Characters, Task Icons, tools for Artists and some FX.

It was challenging at first as it was our first Isometric pre-rendered game and also my first game working in the industry - but we eventually found our feet and established some good processes for creating assets for this game.

There's a lot more stuff outside of this I contributed but this is already a large post.

https://apps.apple.com/au/app/wild-life-puzzle-story/id1459200795
https://play.google.com/store/apps/details?id=com.rogue.wildlife&hl=en_AU

Waterfall and river shader I made. My friend and colleague Karl refined the froth because it didn't look so great prior.

Waterfall and river shader I made. My friend and colleague Karl refined the froth because it didn't look so great prior.

Puddle shader I made with reflections. I found giving any sort of movement to the 2D world helped a lot.

Puddle shader I made with reflections. I found giving any sort of movement to the 2D world helped a lot.

Water filling shader and animation I made.

Water filling shader and animation I made.

Roll-out shader and animation I made. A lot of this tech and FX stuff I did I pretty much just took on because it was something I felt I could contribute to and it would increase the quality of the product.

Roll-out shader and animation I made. A lot of this tech and FX stuff I did I pretty much just took on because it was something I felt I could contribute to and it would increase the quality of the product.

I also made a background for the game. I rendered and painted over in Photoshop.

I also made a background for the game. I rendered and painted over in Photoshop.

Dialogue renders of a character I made. It was really brought to life by our rigger Phoebe and animator Amy.

Dialogue renders of a character I made. It was really brought to life by our rigger Phoebe and animator Amy.

Bonnie and Clyde. They share the same body but we just swap the head and neck.

Bonnie and Clyde. They share the same body but we just swap the head and neck.

I also made some tools to make our pipeline easier. This is a material searcher I made. Maya didn't offer a convenient way of doing this.

I also made some tools to make our pipeline easier. This is a material searcher I made. Maya didn't offer a convenient way of doing this.

Some other tools. Most useful one being the 'Save and Open'. It allows you to quickly save your render in your temp files and open it in Photoshop. Normally we'd click a bunch of buttons and this sped things up significantly.

Some other tools. Most useful one being the 'Save and Open'. It allows you to quickly save your render in your temp files and open it in Photoshop. Normally we'd click a bunch of buttons and this sped things up significantly.