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The Order 1886 | Visual Pipelines (Art Director / Tech Art Director)

An assortment of behind the scenes reels, including our winning entry for the Visual Effects Society 2015 Outstanding Achievement in a Real-Time Project, as well entries for Real-Time Environments and Characters.

In addition to Art Direction on the overall project, I edited and narrated the Overall Visual Effects and Airship environment videos and personally contributed to many of the pipelines shown. Some examples include Global PBR Material Inheritance & Per-pixel Compositing, Textile scanning and Application, Universal Character Topo & Morphing, Real-time Shot-lighting, LOD baking, proprietary maya node and component editor, as well as lighting a number of the scenes and cinematics.

Huge credit to the many talented folks from the RAD team on the fantastic art and contributions to a groundbreaking real-time pipeline. Far too many folks to list here, but extra shoutout to Scot Andreason and Anthony Vitale that shared a huge role in our materials, environment, and character tech, and Sean Weronko on the rigging, cloth, and real-time morph technology. As well Dushyant Agarwal, Megan Morse, and James Rosencranz as lighting, texturing, and modeling artists (respectively) on the featured airship environment and Dana Jan as Game Director and editor / narrator on the Galahad Character video.