Boom Beach Frontlines: Unreal

Initially our marketing content for this game was being rendered in Arnold and composited in After Effects. Great fidelity, but given our small team size the slow iteration cycles of that combination were really limiting how much content we could create.

So I shifted our strategy to using Unreal. The real time feedback and being able to add vfx directly in engine (instead of compositing in post) massively accelerated us. Once I was comfortable with using the engine myself I trained up some of the other artists to use Unreal as well.

My responsibilites for these clips are creative direction, all of the Unreal work (materials/scene layout/lighting/fx/sequencer/etc), and making fx flipbooks in Embergen. Many of the 3D assets were created by the talented art team credited in my other entry for this game, and all of the animations were made by either Neil Parkinson or our partners at Ocellus Studios.