My foundations are in 2D art and dev, but I am a growing 2D technical artist, more
specifically in using animation, motion and effects to make cool/expressive
interactive game elements. While I am working on my 2D technical animation
skills in general, I plan on focusing more on a UI direction in the future. Including making modular assets like colour tinting/etc. and other customisation, in materials.
I have a special interest in sdfs and their possibilities and am exploring this for more integration in future projects. As well as working on my own shader-value animation system, using dotween, for a structured system to easily set up animation states for materials, with easing per shader value and smooth lerping.
Email: lysardc@gmail.com
Itch: https://lysard.itch.io/
This was a small gig where I had to redesign existing UI components to improve clarity and visual appeal and created and prepped textures for implementation.
Imported and set up components in Unity using shaders and UI GameObjects, with a focus on modularity for future effects and customization.
Created assets with material based UI implementation, including colour tweaks, texture swaps, amongst others.
Currently in process of updating and showing off this system, using personal art, soon in the future here on artstation.
I first started at QCF at an intern level where I had the chance to try out
different roles such as tech artist/game artist/programmer. I spent that time
experimenting with, among other things, 2D/procedural art, particles and
shader effects for the first time, which greatly stirred my interest in tech art.
I then transitioned to full time and helped create the art for QCF’s
gamescom pitching. In this time, I created illustrations and concept art
under guidance for the pitch. This gave me a chance to improve my skills in
digital art concerning lighting and colour as well.
After that, time was spent creating 2D game assets and visual effects for
internal game jams.