
Arnel Ramac
Fat Princess Adventures
PS4

During my time on FPA, I managed up to 9 artists in the production. I mentored interns, junior artists, and aided in team development along with understanding and help improve pipeline workflows and best practices. I drove visual direction through environment modeling and lighting. I created a character pipeline that involved over 400 kit pieces and was responsible for the creation of over 40 enemy character types with a limited time schedule. I was responsible for managing milestones, schedules and creative vision with the art team while maintaining the high level goals for the IP. I worked with the engineering team in creating the lightmapping workflow and pipeline, while also collaborating closely with design to meet franchise needs. I assessed new tools created by engineering to ensure they were art friendly and worked with proprietary engine from inception to establish art pipelines.
Characters
Here are some samples of the models I created for Fat Princess Adventures. I spent roughly 1.5 days to model the highres, game res, and textures for each model. I created a pipeline that allowed me to generate multiple characters under a compressed schedule.
props
Sample of props I modeled and textured for Fat Princess Adventures. I spent around a half day to a day authoring the highres model, game res model, and shaders.
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