Omega Strikers - Beta Release
The environments are fully unlit, and with a tight deadline, we had to establish a quick and effective workflow that looked good and  performant.

The environments are fully unlit, and with a tight deadline, we had to establish a quick and effective workflow that looked good and performant.

All environments have movement within the foreground or background driven by vertex animation - nice and cheap!

Our environments are fully unlit and focused on performance on all types of high to low-end platforms.

Our environments are fully unlit and focused on performance on all types of high to low-end platforms.

Omega Strikers - Beta Release

I joined the awesome crew at Odyssey Interactive as Lead Environment Artist on our new game, Omega Strikers. I had a tight 3 Month deadline to help bring our current environments / gameplay objects from a blockout state to beta shippable. My responsibilities also ranged from establishing workflow practices, helping drive look dev with our art lead (Kelly Aleshire), vendor guidance and feedback, creating and supporting a wide range blueprint logic. One of our main goals was that our game was performant on both high and very low end specs. I helped develop and implement a workflow approach that could maintain a high enough quality of detail, but could also support a wide range of platforms. The team has worked so well together while bringing this awesome game to life, and I'm so excited to see where we take it next! Big shout out to Kelly, Gusto and Raul for all the great work and support they offered along the way!

https://www.artstation.com/kaleshire
https://www.artstation.com/augustogodinho
https://www.artstation.com/raulbarbosa

Play Omega Strikers now - https://store.steampowered.com/app/1869590/Omega_Strikers/

More artwork