After the pre-production phase concludes, my team and I are ready to begin development. During this step of the production, I focus on modeling, unwrapping, rigging, skinning, animating, creating Level of Detail (LOD) models and all the Unity prep work so that the project is in a game-ready state for the client. I have a fairly streamlined pipeline that splits off usually after I’ve finished modeling and unwrapping—at this point, I’ll hand over the asset to Leo who will then texture it. More specifically, he focuses on diffuse, ambient occlusion, normals, specularity, emissive and alpha (usually inside diffuse nowadays) maps. While he textures, I’ll focus on rigging, skinning, animating and creating LOD models.

I also guide the art direction of our projects to maintain a certain level of aesthetic consistency across our work. When we first started out, this was difficult because we were still figuring out our art style; however, Leo and I have developed a tight working relationship and now have a firm understanding of our artistic strengths.