TUG is a great experiment – a game that uses procedural generation to build a giant world where players can explore unique vistas & discover lore and adventure unscripted. With a bevy of scientists shaping the design & studying the data that results, TUG is designed to be responsive- even going so far as to put the game in our player’s hands as soon as we had a reliable build so that they could follow it’s evolution from the early days of alpha far into TUG’s future version.
In TUG I was Senior Artist & mentor to a team of 4 junior artists, as well as assisting the art director with directing the concept artists on art style & game needs.I was also the FX lead on an engine we were building ourselves with a particle system so new it had just officially come online the same week I started.
So I got to direct the development of the tech handling the FX system & our art assets. No art tools to be seen here – all the work was done old school in txt files.
I made environmental FX, fire, steam, smoke, destruction FX, bubbling pots, so much plant & insect life, wind debris, etc.
I created UI assets & icons, & modeled lots & lots of plants, crystals, trees, fruit, character hair, tools, weapons, & lots more.
Developer: Nerd Kingdom