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MtG: Spellslingers Mobile IOS, Android

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

 

Magic the Gathering Spellslingers is a mobile collectible card game where players collect stylized magic cards in a streamlined card game format.

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I was brought onto this project to help complete it for previous studio obligations. I had a lot of fun creating the 5 colored battle ground arenas and did practically everything from their layouts, the play areas and the art that went in and around the arenas themselves, and the VFX to boot. I even created the colliseum and the goblin character sprites in the audience, not to mention the bird VFX and clouds rolling around in the sky. The only thing I did not create was the skybox used in every arena.

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I used the flexibility I had to create atlas textures from the ground up and a custom lit shader to reduce the memory foorprint and maximize texture space for the backgrounds. This was done so that all available resources were used in favor of the cards that players bring into these arenas.

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The fly in camera format used to introduce the Planeswalkers was the same for each character and with that in mind I made sure that the most prominent light map details appeared in the camera's path, and remapping other UV's to be darkened in shadows made by the existing lightmaps generated.

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Other things I did were model and rig simple characters used for statues or set up props to be used with character animations in their intro screens.

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Below is the card shader I improved upon to add more spice and performance to each card found in the player's inventory. The effects that appear on each border are created using all 4 channels in a separate texture (distortion visuals, distortion strength, Lerp values). My contribution would later be integrated into a more efficient shader and card creation process the card art team would complete.

 

Originally the card borders and the key art for each card were separate materials and textures used to create their FX, but this was all later refined to utilize one shader with the elements unwrapped in a more optimal way that worked for 90% of cards using this system.

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I also created mock up UI layouts, icons and key art used for backgrounds (the key art was used fill in as temp art until proper painted compositions were finished).

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Duties:

-Environment Arena Art recreation and optimization

-Arena PBR Shaders

-Lighting and Arena VFX

-UI Mockups and Layouts

-Card Shader VFX

-Background plate setups for UI Character Selection Screens

-In game Props, Loot and VFX

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