Over the last 6 years (at 15 June 2021) I've been working as a Technical Artist at Abyssal. In those years I helped built realistic underwater environments, construct level design for simulated missions, assemble UI and very recently create product wireframes. Most of my work also evolves programming tools using blueprints and a little bit of c++, develop master materials for Offshore rigs with biofouling and create visual effects for realtime using Unreal Engine. All of this to train pilots in the Abyssal Simulator and help them plan and visualize the 3D worksite using the Offshore application.
The journey was incredible and now Abyssal is part of a bigger company, the Ocean Infinity.
Here are some of the highlights of the work that is public and I'm really proud of, more can be found at Abyssal.eu.
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