King of Seas

Released in May 2021, King of Seas is the second title I've worked on available for PS4, Xbox One, Steam and Nintendo Switch. I was in charge of rigging, shaders, VFX, dynamic assets creation andUMG UI development.

I developed  the tech architecture of the world of KOS. One of the first objectives was to create a procedural landscape shader in order to save precious time during the world generation.

I developed the tech architecture of the world of KOS. One of the first objectives was to create a procedural landscape shader in order to save precious time during the world generation.

These landscape objects were converted in static meshes and automatically painted with a custom autopaint shader that reflected what the landscape one looked like.

These landscape objects were converted in static meshes and automatically painted with a custom autopaint shader that reflected what the landscape one looked like.

I made all VFX shaders and effects in Cascade and Niagara, with the help of external softwares such as Photoshop and Substance Designer.

I made all VFX shaders and effects in Cascade and Niagara, with the help of external softwares such as Photoshop and Substance Designer.

Here’s an example of a cool ability that I've been working on: Ethereal Navigation. Both visual and audio logic elements were developed in blueprints.

Flame Thrower ability must be part of your arsenal.

Flame Thrower ability must be part of your arsenal.

Take a look at one of my favorite abilities to date: the Tentacle Attack.

Pirate party gives the player a chance to use a non ordinary attack ability.

I developed all ships’ shaders with different custom functions in it in order to reflect damages or status changes and much more.

I developed all ships’ shaders with different custom functions in it in order to reflect damages or status changes and much more.

An example of one of the custom shader functions in action: this fading effect lets the ships dock poetically.

I've worked on destructible environment elements such as fortresses and towers.

I've worked on destructible environment elements such as fortresses and towers.

Once destroyed the fortress components interacts with the surroundings based on physics and various checks in order to spawn the right effect in the right place

Once destroyed the fortress components interacts with the surroundings based on physics and various checks in order to spawn the right effect in the right place

I've enriched the world of KOS with some environmental elements such as seagulls and fireflies: they will spawn at a specific time of the day and change their behavior at sunset or dawn.

Fireflies spawning at night will disappear at sunset.

Other elements such as lighthouses activate during nights giving the player info about the proximity of a shore.

I've filled the world with life, managing intractable elements such as shipwrecks and fish ponds and developing all visual logic behind them.

Volcanoes and their eruptions are as terrible as fascinating.

Volcanoes and their eruptions are as terrible as fascinating.

This system interacts with the player based on his position and the particles parameters are driven inside the volcanoes logic.

Watch out for debris!

Watch out for debris!

I was in charge of developing VFX and logic for clouds and storms. Those are dynamic elements as they happen randomly around the world of KOS. Wind here it's a crucial factor: it interacts with other elements such as rain particles, changing their falling

I was in charge of developing VFX and logic for clouds and storms. Those are dynamic elements as they happen randomly around the world of KOS. Wind here it's a crucial factor: it interacts with other elements such as rain particles, changing their falling

Storms damage the player and change the idle animation of the ship, making it sway a lot more than usual.

In the final steps of production I've helped out assembling the game UI, both Menus and HUD. Communicating with programmers and the graphic department was fundamental in order to maintain everything organized and comprehensible to the player.

Rigging and animating monsters around the world that could catch when you least expect it? Here you have it.

Rigging and animating monsters around the world that could catch when you least expect it? Here you have it.

In this gameplay trailer you’ll find more abilities and world elements that I've had the pleasure to work on!