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.
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.
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