Jeffrey Vermeer
Outcasters

My 2nd released title! (not counting DLCs). And only game that's sadly not playable anymore.
By the time I was working on this I was a mid-level Technical Artist. There was no procedural tooling required for this project as all the geometry and levels were relatively simple. So the majority of work was feature work and optimization.
You can find out more about Outcasters on the Splash Damage website.
About
About
My 2nd released title! (not counting DLCs). And only game that's sadly not playable anymore.
By the time I was working on this I was a mid-level Technical Artist. There was no procedural tooling required for this project as all the geometry and levels were relatively simple. So the majority of work was feature work and optimization.
You can find out more about Outcasters on the Splash Damage website.


One of the biggest features I worked on was the customizable victory animations. This was done in Unreal's Sequencer, it wasn't trivial to override the sequencer controlling the animations so we could plug in the players choosen animation!
Optimization work also presented a bit of a different challenge than I was used to, due to the fixed camera perspective and clean art style. Due to that a lot of focus was on material optimization and making sure we stick to good practices, for example: avoiding huge shadow casting dynamic meshes. Summary:
Material optimization
Lighting optimization
Customizable victory animations
Work and Responsibilities
Work and Responsibilities
One of the biggest features I worked on was the customizable victory animations. This was done in Unreal's Sequencer, it wasn't trivial to override the sequencer controlling the animations so we could plug in the players choosen animation!
Optimization work also presented a bit of a different challenge than I was used to, due to the fixed camera perspective and clean art style. Due to that a lot of focus was on material optimization and making sure we stick to good practices, for example: avoiding huge shadow casting dynamic meshes. Summary:
Material optimization
Lighting optimization
Customizable victory animations
