CRAFTING AN IMMERSIVE MMORPG UNIVERSE
As a Senior Technical Artist for Intrepid Studios, my journey blends innovation with artistry to create an immersive MMORPG universe for Ashes of Creation. I develop world-building tools, pioneer gameplay experiments, and provide technical support, all while ensuring a harmonious blend of automated and artist-curated content.
The Artisan's Toolbox: World Building at its Finest
Fashioning an assortment of tools that enrich the creation of this visually stunning and vast MMORPG world, my innovations as a Technical Artist on Ashes of Creation range from actor placement aids and intricate wall generators — with variable damage levels and player interactivity — to advanced water buoyancy mechanisms for naval gameplay. I also design sophisticated masking tools, road builders, to name a couple other examples of tools that are instrumental in shaping this stunning world.
Fostering Gameplay Innovation
Prototypes & Experimental Endeavors
The freedom to explore the outer fringe of gameplay innovation is one of the most exciting facets of my role. A prime example of this is a Real-Time Blacksmithing System, which allows players to physically interact with malleable metal to craft their own weapons.
This innovative concept was made possible with a blend of blueprint logic on Unreal Engine 5 coupled with high-level shader language (HLSL) to render real-time, on-screen metal deformations based on player input. Although visually stunning and optimized, the system was ultimately deemed too intricate for gameplay and was shelved. Regardless, it served as an invaluable learning experience for myself and my team at Intrepid.
Shaders amplified the realism, providing the illusion of players actively shaping the metal as they forged their swords.
Handcrafted Aesthetics in a Procedural Framework
Harmonizing automation and artistic control is the main focus of my work. I strive to ensure environment artists and level designers retain comprehensive control even though many elements are designed to be procedural. As an example, the tools used to sculpt the world of Verra on Ashes of Creation were engineered to emulate the care and the precision of an artist's hands, despite the fact that much of the work was automated. This approach yielded rapid and aesthetically pleasing results, creating an environment that truly reflects the feel of having been curated by an artist. The landscapes created with this process never appear random or out of context, which affirms the successful fusion of art and technology.