Seasonal Change of trees in a forest
Crop growth for the farm, shown in this clip are wheat and cotton
Role: Senior 3D Artist / Asset Lead
Responsibilities: Produced optimized foliage assets for seasonal environments.
Defined asset specs for polycount, LOD transitions, and texture density to ensure performance. Collaborated with technical artists on wind and weather effects integration.
Technical Implementation: Created foliage in SpeedTree, Blender, and Substance Designer; integrated into Unreal with vertex painting and dynamic material functions for season changes.
Highlights:
Established foliage pipeline documentation for consistency across biomes
Integrated seasonal shader system with minimal performance overhead
Reduced memory footprint by 300% through poly-topimization and lods/impostors