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Marvel World of Heroes Mobile IOS, Android

***MORE PICTURES AND VIDEO CONTENT BELOW***

 

Marvel World of Heroes was going to be a game very similar to Harry Potter: Wizards Unite and Pokemon Go. It was unfortunately cancelled before it was publicly released.

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I worked on mostly Technical Art for this project. This included creating a stylized shader system that had minimal overhead that could be used to varying degrees across levels and characters. I made sure that the shaders shared between the environments and props were still consistent with the character shader I also made.

The goal was to always ensure that the characters did not go too dark so as to be unreadable. This was to make sure that the brightly lit colorful saturated art style maintained coherency no matter what time of day players chose to play, or where for that matter.

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The images below are the various iterations of the visuals I created and tested out for Marvel WoH. The map system uses the real time geolocation system seen in other Niantic games, but the AD wanted to make sure that our visual aesthetics were different than other IP's. With some general guidelines I went to task creating stylized 3D procedurally generated map visuals, along with 3D procedurally generated visuals that slowly became more realistic. This included populating buildings and areas on the map with trees and bushes and other things that would generate based on the building or location. The idea was that you'd see houses pop up in suburban neighborhoods, business structures pop up in commercial areas and grass and trees in parks.

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I didn't stay long enough to see what final result was eventually used however.

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Duties:

-Battle Arena Cel Shader Creation

-Lighting and Optimization tests

-Overworld Realtime Map Look Dev using Niantic Geo System

-Stylized Map Shaders

-Stylized Mockup based on AD descriptions

-Stylized Character Shader

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