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Spellbreak

Contract: Technical Art

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Spellbreak is a free to play battle royal third-person shooter but instead of using weapon the player uses magic. This was a contract job I did for about 2 months. My role was technical artist; primarily focusing on rigging and engine integration. I would receive the game ready asset and use tools created by the developer (Proletariat) to start rigging the character. Since these skins are based on existing characters the internal tools would get me about ~%60 of the rig. From there I would add any needed bones and skin accordingly. Once the rig was complete I would bring the asset into unreal and using internal tools created by the developer (Proletariat) that would create the needed animation blueprints and other needed assets. With those assets created I would usually create extra functionality to the extra bones I created, cloth sway with movement, simple physics modifiers for cloth collision, animating floating gems, etc. Lastly I would add the textures to a material instance, setup LODs, and apply the skin to a subclass so it may be used in game.

Below are 4 examples of characters I rigged and integrated into the game. I worked on a total of ~8.

GoDemics.png

I worked on this contract through GoDemics

More information about Spellbreak

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