Sea of Thieves
|Platform||PC (Windows Store) , Xbox One|
Most of my work at Microsoft Rare was centered around the
character art pipeline of Sea of Thieves.
Work done on this pipeline:
- Optimized and redesigned underlying framework
- Added LOD support (Simplygon)
- Added automated testing
- Added user-feedback for current running batches
Files went from over 2 hours of processing to under 20 minutes.
I achieved this by smarter use of for-loops and converting the core pymel code to openmaya.
Other tasks I worked on during the development of Sea of Thieves:
- Created a autorigger for props, and a rigtransfer tool for prop-variations with shared rig.
- Supported artists with various issues and encouraged best practices
- Created documentation for tools
After Sea of Thieves released I worked on some of the development of the new toolframework API. (using pyQT)
This is something that is still in progress and is shared between several Tech Artists.
Afterwards I moved to prop optimizing for Sea of Thieves.
This was quite challenging since we had 3000+ assets, which were all set up manually.
First I worked together with the engineers to get access to all data.
Then I categorized the data using numpy and pandas.
Afterwards I wrote an algorithm in Python to detect the expensive assets.
Following this I wrote a batch fix which ran on all Maya source assets.
By using the data I linked all source assets to their matching uassets in Unreal.
Then I worked together with a engineer to batch import all assets in the game.
During this process I also used the data to point out issues and incorrect assets.
And created graphs using matplotlib to show relationships between vertcount and memorysize.