Wanderstop
Early visual development for the Shop
Early visual development for the Shop
Early visual development for the Shop
Initial tea shader R&D. Shader created in the Material Editor of UE 4.26. Two spheres, one is the glass and the other the water/tea. All other effects are achieved entirely in the material and were made into attributes available to design.
Early visual development for the Clearing
Early visual development for the Clearing
Early visual development for the Clearing
Early visual development for the Clearing
Clearing tree set, oak
Clearing tree set, birch
Clearing tree set, pines
Willow in engine
Willow trunk sculpt and sword tree trunk sculpt
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Cycle 01 Lighting
Wanderstop
From early 2018 to 2021 I worked with Davey Wreden and the team at Ivy Road to bring Wanderstop to life. Originally as the Art Lead, I worked closely with our concept artist the ever talented Nathalie Fourdraine and Davey to work out the visual style of the game along with the tech art pipeline. I also handled custom material creation to create various effects such as the tea shader, water and skies. After leaving Ivy Road to teach fulltime, I came back to perform the final lighting passes for the game with the direction of Temi Olujobi. Wanderstop was my first Indie project and the first using a non proprietary engine, Unreal.