Contributed to the Dreadnought Lemur character for Skull & Bones at Ubisoft, developed for real-time use in the Anvil Engine.
Worked on costume elements, accessories, and texturing, ensuring cohesive material definition across hard-surface and cloth assets. Responsible for developing PBR textures for both character and gear, maintaining consistency with the game’s visual direction.
Handled asset integration in Anvil, including material setup and in-engine validation to meet quality and performance standards.
Responsibilities:
High poly sculpting Costume / accessory
Retopology & UV layout
Material definition and PBR texturing
Asset integration in Anvil Engine