Star Wars: The Force Unleashed

Force Unleashed II

As the primary world builder for the orbital portion of this sequence, I oversaw the planet’s end-to-end creation including modeling, texturing, and material strategies. To achieve realistic cloud depth without the high performance cost of traditional volumetrics, I designed a shader logic utilizing inverted and multiplied scrolling alpha channels to simulate self-shadowing. I collaborated closely with a Technical Artist, who authored the HLSL to bring this design to life. By shifting the layering complexity into the shader code, we successfully minimized translucency overdraw and maintained a minimal texture footprint while achieving a cinematic, high-fidelity result.

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These are some early look dev explorations for an engine room.

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Force Unleashed: Tie Fighter Factory

I was part of a collaborative pod responsible for the Tie Fighter Construction Factory map and primarily owned the first section going from the hangar up to the engine room.

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Force Unleashed: Hoth DLC

I worked on both the intro Hoth exterior area and the end hangar. For the intro I setup the terrain and skybox geometry while the vista itself was authored by co-workers.

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