Technical Art Solutions on Shooty Skies Overdrive
This presentation will take an in-depth look into how I used the lens of Technical Art to drive my creative process for production on Shooty Skies Overdrive.
The first half of the presentation will examine the choices we made to enhance the fidelity and quality of our existing voxel graphics art style by expanding our pipelines.
The second half of the presentation will look at the optimisations we undertook to make sure these enhancements stayed performant on the Oculus Quest with our gross scale of frenetic gameplay.
Ryan Keable - @ryankeable
Ryan Keable is the Lead Artist on Shooty Skies Overdrive and has been making VFX, animations, and voxel art at Mighty Games for the past five years.
An industry veteran with over a decade's worth of experience, he has worked many different roles across many different projects and platforms before finding a passion for Technical Art and shaders.
Grab your free ticket to join us on Discord and watch live