SANTANA panero
"Passionate about create and desing new experiences"
Visual FX
Tech Art
VFX
During my career I worked on different tech aspects of Art production pipeline:
Maya Rigs
3DMax Rigs (C.A.T/biped)
CG shaders
C# knowledge
Art Tools development
Tween animations/UI implementation
Viewmodels
Particles Scripts/Particles Optimization
3D Assets Optimization for Mutliplayer Games
Light Probes, PBR materials, baking textures
Profiling
maya Rigs
CG shaders
tween animations/ui implementation
viewmodels
particles scripts/particles optimization
assets optimization for mutliplayer
light probes, pbr, baking textures
c#, python
profiling
EdgeFlip shaders,tools,
TO DO:
show sprite sheet for 2D animations & particles
gif images for DWI's VFX
gif images for 2D anim loops (rex, etc...)
spine UI poker renders
Art direction (add Rex)
Managin Skills
Scrum / Kanban (Agile development)
Trello (backlog) documentation
GDD
Lean Development as a product thinking
Set taks priority and managment
Tasks have time requirements also.
Iteration
(put it in the game ASAP, iterate after that
could be features are dropped over time,
MVP mentality)
Team Building
(grow as a team, reinforce each other)
RESPECT
(others people works, team)
Career development
(allow people to delivers their strenghts)
Crear un blog hablando de EdgeFlip
product development
market analysis
market gap
Midcore growing, puzzle focused on casual
Key aspects
*visual, art animations, style
*audience gap with potential to scale (big userbase)
*procedural generated to add variation
*boosters to help players (and monetize)
*star system to balance dificulty progression (ala Mario Kart items)
micro company , limited budget
pivotar hacia F2P
Motion Graphics