As a 3D artist and Art Director in the Byoverse project, my role was as diverse as the virtual universe we were building. I embraced the challenge of creating unique biomes that captured the essence of the game's varied landscapes. Each biome required careful attention to detail, involving the crafting of distinct height maps and textures. These miniature realms converged to form the expansive Byoverse.
But the project wasn't limited to static visuals. It called for dynamic storytelling, and I took the lead in crafting cinematic sequences that piqued players' curiosity and offered glimpses into the wonders of the in-game lands. From 3D composition to meticulous editing and sound design, every aspect of these cinematics fell under my purview.
To bring the Byoverse to life, I employed a range of tools, including Autodesk Maya for asset creation, Adobe Substance Painter for texturing, World Creator for height maps, and Unreal Engine for real-time rendering. The cinematics were edited using DaVinci Resolve, where I handled editing, color grading, and sound design.
In the vast 'Byoverse' project, I took on the roles of both a 3D artist and Art Director. I dove into every detail, from intricate modeling to perfecting textures, ensuring each element fit the project's vision. This creative journey also led me to direct 3D cinematic scenes, crafting a narrative that truly connected with the audience.
To swiftly generate teasers and showcases for the Byoverse, I turned to real-time rendering tools. Unreal Engine was the tool of my choice for crafting and rendering these videos. All editing and some additional effects were added in post using Davinci Resolve. Each video offers a unique glimpse into a distinct biome or tantalizing story within the realm of the Byoverse.