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Environment Art - Xitang (西塘) Level for Changyou.com Ltd

Environment Art - Xitang (西塘) Level for Changyou.com Ltd

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Xitang(西塘) Level
​Environment Art
​Composition Demo (2016)

This is the third environment art demo of the game Daojian(刀剑斗神传) I created for the executive artist while working as a technical artist at Changyou.com Ltd (搜狐畅游). ​Tasks included collecting assets, rebuilding meshes, materials and textures, designing layout, lighting and correcting colors.

The screen capture demonstrates a serene bright day of the water town. Note that the scene is for demonstration only, since it might contain tons of the semi-transparent objects like leaves and render the draw-call unacceptable for mobile devices.

Two screenshots illustrating the compositions after and before my demonstrating modification
Environment Art - Jiaopai (教派) Level for Changyou.com Ltd

Environment Art - Jiaopai (教派) Level for Changyou.com Ltd

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Jiaopai(教派) Level
​Environment Art
​Composition Demo (2016)

This is the first environment art demo of the game Daojian(刀剑斗神传) I created for the executive artist while working as a technical artist at Changyou.com Ltd (搜狐畅游). The screen capture demonstrates a sombre, desert scenery decorated with drift sand and poplars of an underground faction members gathering place.

Due to the fact that the game is running on mobile devices with scarce hardware rendering resources, art assets must be restricted to the minimum amount and the lighting has to be baked. It took some effort to maintain the contrast of light and shadow areas after baking.

Two screenshots illustrating the compositions after and before my suggested modification.

Hongyezhai(红叶寨) Level
​Visual Effects Demo (2016)
- Water and Waterfall

​Realistic water and waterfall effects I created for the game Daojian(刀剑斗神传). They are used in several game levels including Xitang and Hongyezhai. The water-area shader(target 2.0) was modified and simplified in limited statements to the extent that it can adapt to some old iOS and Android platforms but still contain necessary components such as twice normal-map sampling and highlight. Besides, two layers of meshes and restricted number of mist particles were used for rendering the waterfall.

 

Two pages of the effects package instructions are displayed in the Documentation Page of this portfolio website.

Visual Effects - Water and Waterfall for Changyou.com Ltd

Visual Effects - Water and Waterfall for Changyou.com Ltd

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Visual Effects - Dynamic Rain System for Changyou.com Ltd

Visual Effects - Dynamic Rain System for Changyou.com Ltd

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Hongyezhai(红叶寨) Level
​Visual Effects Demo (2016)
- Water and Waterfall

The video clip on Youtube demonstrates one cycle of the dynamic rain system composed of interconnected visual effects controlled by CSharp scripts, which was integrated in the Hongyezhai level map of mobile MMORPG Unity project developed by ChangYou.com ltd (NASDAQ: CYOU) I worked on.

Personal Contributions as the tech artist:

  • Followed the online tutorial written by the graphic programmer  Sébastien Lagarde and implemented a similar dynamically generated ripple normal map. Check his web-page https://seblagarde.wordpress.com/2013/01/03/water-drop-2b-dynamic-rain-and-its-effects/ for more information. The animated GIF on the left shows the usage of the normal map as the render-target of the orthographic camera for the next step.

  • Wrote a mobile-friendly terrain shader to implement dynamic rainwater accumulation and ripple simulation. The ripple normal map generated by codes in the previous stage is captured by the camera into a render texture and sampled in the terrain shader. Notice that the ripples only show up in the puddles.

  • Creatively used Color Grading post-processing to implement satisfying lightning effect.

  • Experimented with the Shuriken Particle System to make raindrops and splashes.

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