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Motorstorm Apocalypse

I worked as Principal Technical Artist on Motorstorm Apocalypse. I was responsible for the vehicle production pipeline, shaders, tools, and customisation system.

I rendered the vehicles for this print ad.

I rendered the vehicles for this print ad.

Print ad vehicle render

Print ad vehicle render

Use of ATG graph based shaders allowed for more shader complexity to be added to MS3: Grunge, improved mud and damage, weathering, metallic paint etc.

Use of ATG graph based shaders allowed for more shader complexity to be added to MS3: Grunge, improved mud and damage, weathering, metallic paint etc.

Shader driven boost animation

Boost shader graph

Boost shader graph

Lod system

Lod system

Shader preset browser and thumbnail generation tool.

Shader preset browser and thumbnail generation tool.

Vertex Mud baking tool

Vertex Mud baking tool

Shatter tool to automate the creation of headlamp damage

Shatter tool to automate the creation of headlamp damage

Physics rigging tools

Physics rigging tools

Suspension rigging tools

Suspension rigging tools