Character renders for mobile card game Legends of Boom. I was tasked with making these weapon "characters" from start to finish, including conceptualizing themes and ideas, 3D modeling, texturing, producing these final offline renders, and integrating assets in Unity for use in gameplay. I also created alternate destructible variants of every asset, since the game prominently features destruction during gameplay.
Every asset needed to be mobile optimized, while also looking good for the close-up renders, to avoid producing two versions of each asset. This was challenging, but a good middleground was achieved, with characters averaging around 2-3k tris each. A few went above that range and were given LODs to help make up the difference. Textures were exported at 2K resolution for renders and PC builds but downscaled to the 256-512 range on iOS and Android.
I polished, optimized, rendered, and integrated many more characters aside from those featured here- about 70 in total. Of those, I was responsible for creating about 40 from start to finish. The samples displayed here are ones strictly made by me.
I also created mobile-optimized shaders for opaque and transparent weapon materials, with tightly packed textures to help reduce texture samples and memory usage. These shaders also included gameplay features such as dithering, fresnel outline, and trim masking for color variations. I worked alongside the gameplay devs and designers to make sure all technical art requirements were met.