Fantasmagorie

I was the primary technical artist for the "Fantasmagorie" horror game. I did the character rigs, VFX, and primary lighting for the game.
The main character rig was based on a doll with specific joint movement, while each of the character bosses had specific challenges, such as the spider seamstress creature that was created to use procedural animation within Unreal Engine.



I was the primary lighting artist for the game, making sure to have different moods for each of the levels that the player would be within, having the workshop feel old, warm, and dusty. While the backstage was very dark, giving an abandoned feeling to the environment. The lighting for this game was not using lumen within engine.






As the VFX artist for the project, besides smaller dust particles, the primary VFX that was implemented was a ghostly wisp that would be used to show the player where to go, like as a hint system. The larger challenge for the game was the dynamic needle thread that had live movement and changed distance and kept location while still being a consistent particle system. This was a partnership between tech art and programming to ensure this worked as planned.