graduated From "The One Academy " on May 2015.
Work at LemonSky for more that 3 year for AAA tittle such as Gear of War 4, StarCraft Remastered & some toher Blizzard tittle.
Starting there form a 3D modeler & eventually became a Lead technical artist along the way.
After that join metronomik to couch some new modeler and work together with the team to create a PS4 game for Malaysia which is "No Straight Road".
Also "No Straight Road Encore Edition" but most help with the VFX & some BP refinement .
My duty in RIRCYM
● Collaborate with other team members to brainstorm, conceptualise artwork and develop
the Game Design Document (GDD)
● Integrate the work of concept artists and animators
● Design systems for artist and animators
● Import graphic elements into the game engine
● Work alongside the programmer and art team to discuss visual design & develop goals
● Build game environment and establish physics barriers
● Edit and optimise completed artwork
● Choose art tools or create custom methods to fit the goal
● Direct the rendering process to ensure each frame matches the games art style and runs
efficiently
● Assist artists and programmers as required.
● Participate in feedback loops and noting design changes
I am grateful to have had the opportunity to join Metronomik after experiencing carpal tunnel syndrome from overworking at Lemonsky. During my time there, I guided fresh graduates on environment white blockouts, proper optimization, and modeling techniques. As part of a small indie company, I had the privilege of working on various aspects of the pipeline, including:
● Rigging
● Modeling
● Lighting
● VFX
● Node Blueprint/Coding
My main role, however, was supervising the team to ensure everyone was on track. I also played a key role in determining the art direction of the assets for Ondeh Ondeh
I began my journey in CG art as a props artist for Gears of War. From there, I contributed to several TV series such as "Loppy Fruit" and Disney's "Future Worm," and also worked on Lemonsky's own IP, AstroLOLogy.
Next, I was fortunate enough to collaborate with my friend Ah Si on the project "StarCraft Remastered," where I was responsible for designing and implementing the Protoss team. I also had the opportunity to work with the tile team and created a Photoshop Action to streamline their workflow.