GATLING GEARS
RELEASE: May 11, 2011
PLATFORM: Xbox360, PS3, Windows
FUNCTION: Senior 3D Artist
Gatling Gears is an isometric dieselpunk twin-stick shooter published by Electronic Arts. Players control heavily armed mechs to battle waves of enemies. Developed with a high level of passion and dedication from the entire team, the game remains a project I am incredibly proud of.
AVERAGE TEAM SIZE: ~60 total, ~17 Artists
ENGINE: Proprietary Blue engine
- MY CONTRIBUTIONS:
- Pipeline & System Design: Established, documented, and enforced our grid-based level building system, defining the technical workflow for how environments were constructed.
- Modular Art & Level Creation: Created grid-based textures and building blocks, and handled the end-to-end creation of various levels, including the initial blockouts, prop placement, and final lighting.
- Mentorship: Acted as a mentor for junior artists and interns, providing regular feedback, reviews, and technical guidance to help them adapt to our workflow.
INTERESTS & CHALLENGES:
- Passion for the Genre: Working on an isometric twin-stick shooter was incredibly exciting for me personally, as I genuinely love playing these kinds of games. Combined with a stellar dieselpunk art direction, the team was highly motivated to make everything look as good as possible.
- The Grid-Based Workaround: We built the terrain by snapping grid-based tiles together in Maya and exporting them as a whole, because our proprietary engine lacked the capabilities of major engines at the time. While it wasn’t the fastest system for making level changes, the final visual result is still stunning.