The Plague Poppets are small and mighty friends that I led the entire production process on. From concepting, to minimum viable product, to production finalizing, I teamed with engineers to set up and direct the entire development pipeline to making thousands of variants of poppets with other artists.
The production process includes unifying the animations, meshes, and generated textures to be used both for renders inside of Unreal Engine as well as for use with glTF viewers to work with AR applications.
I oversaw and directed the high poly 3D sculpts, 3D mesh generation, rigging and animation processes, as well as set direction and technical details. I directly contributed by providing the first viable product to be used as a reference for outsourced studios. I also authored all materials, created all shaders, generated all grooms and handled lighting in scenes.
Texture packing and file naming conventions were the last part of my duties. Textures were packed to work with glb shaders and Unreal shaders were made to work with the required packing methods. Naming conventions were integral for the generation of the poppets using json scripts.