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Xdefiant | Performance Technical Art

Xdefiant is a free-to-play, first-person shooter owned by Ubisoft. It's also my first AAA game!
I worked as a technical artist on this project, focusing mostly on map art optimization, map performance, and tools.
The team I worked with was based all over the world but I primarily worked with art teams in Saguenay, San Francisco, and Osaka.
While I worked on a lot of assets and maps, I did not create any asset/map shown here. All assets were created by the talented people at Ubisoft. I tweaked, adjusted, added/removed functionality, and provided performance feedback as part of my duties.

Most of the assets used in Xdefiant were pulled from other Ubiosft IP and had to be adapted to our uses. There were some technical differences between XD and previous games, so there was some adjustments needed.

Vehicle collision and other optimization example.

Vehicle collision and other optimization example.

Another vehicle optimization example I worked on.

Another vehicle optimization example I worked on.

Yet another vehicle example I helped to optimize. There were about 40 that I worked on.

Yet another vehicle example I helped to optimize. There were about 40 that I worked on.

Most of my time on Xdefiant assisting the map production teams. My focus was on improving art performance, guiding artists on best practices (approved shaders, texture sizes, tri-count, etc), communicating issues/feedback, and building/requesting tools.

Some automatic collision removal we developed to speed up artist's workflows.

Some automatic collision removal we developed to speed up artist's workflows.

Technical lighting work I did to assist the lighting team when I worked on Xdefiant. Most of my work was to tweak lighting importance volumes and communicate with lighting artists to troubleshoot various issues or to improve map performance, related to li

Custom light-importance volumes to cut down on light-leaks and other lighting artifacts.

Custom light-importance volumes to cut down on light-leaks and other lighting artifacts.

Credit in game, Technical Art, Jesse Marofke based out of the Ubisoft Winnipeg studio.

Credit in game, Technical Art, Jesse Marofke based out of the Ubisoft Winnipeg studio.