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.
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.
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.
An example of one of the custom shader functions in action: this fading effect lets the ships dock poetically.
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.
This system interacts with the player based on his position and the particles parameters are driven inside the volcanoes logic.
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.
In this gameplay trailer you’ll find more abilities and world elements that I've had the pleasure to work on!