Update - Ghost of Yōtei
I wanted to make this brief update to fill in my gap in posting over the last few months. In March I was given the opportunity to work on the upcoming Ghost of Yōtei. I focused mainly on the implementation of sound propagation, something not normally in my wheelhouse, but ultimately a facet of game design I was eager to learn about. If you’re interested in the details, I’ve got a breakdown in my portfolio here. Between learning/creating a new pipeline, commuting into the office, and getting acclimated to working at a AAA game studio, my personal work output slowed considerably.
Now with more time on my hands, I’m taking my inspiration from being around professional level work and people and funneling it into my own projects. While before I had been jumping around as a sort of technical generalist, I now plan to focus much more deeply on technical artist tasks, like tool development, character rigging, and shader work. At Sucker Punch I got to be an assistant to the Audio team, working with many teams to author sound environment rigs to fill in the knowledge gap for sound designers. I love elevating the work of artists by problem-solving and taking care of the technical roadblocks that always seem to pop up along the way.
Overall, I had an amazing time working on Ghost of Yōtei, and really reaffirmed my passion for working on large scale creative projects.
Back to work!