PHOENIX | Development Of Materials & Shaders

Project PHOENIX

PHOENIX is a 3rd person co-op action shooter titled intended release with Sony's PS5. Using Unreal 5 Development Builds. With the cancellation of Project Draconis and the legal rights being owned by Sony a new title has spawned from the ashes. PHOENIX used many of the developed tools and knowledge gained from Project Draconis. Materials and shaders have had their fair share of updates to handle the new realistic art style and even more detail to be packed in. This page will mirror the stages and examples used for https://carlosrizo.artstation.com/pages/projectone.

The new style came online fairly quickly given the fact the environment team was cut in half. Luckily the shaders and materials supported the change right off the back.


I want to say again thanks to the amazing artist I had the pleasure of working with. We created something even better but sadly things must come to an end. 


Art Director 

Chris Healy

Leads

Alfie Feliciano

Bonnie Rosenstein

Stef Velzeboer

Environment Principals

Joey Kutzer

Environment Artist

Tyler Moore

World Builder Artist

Mark Sayson

Tawnie Omeis

Thomas Herrera


Standardizing Hard Surface Props and Models

Most if not all standards created for props and Hard Surface assets are still and place from Project Draconis. The quality of our past assets has been stable and worked. Although now assets are more 1-1 with real-world counterparts, this required the Layer Shader to be retired. Assets now that can fit within a 4k texture map using Virtual Textures Should be authored in Substance Painter. We didn't have a process yet so I took the next step to create and poof out another workflow. 

Look Dev

New Material Shader Success

Using the stepping stones created on Project Draconis. We felt very happy with the accomplishment of adopting a new art style in such a short time. It even runs faster while giving even more detail. "Change what we need!" was the rule at hand a many of the outstanding issues have been solved. It was an absolute honor to work with my lead and mentor Stef Velzeboer who pushed me to accomplish the technical art of Materials.