Exoborne is an open-world, tactical extraction shooter set in a world torn apart by extreme forces of nature.
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I'm proud to present some of the video marketing assets I've worked on during my time at Sharkmob.
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Working in the marketing creative team we were tasked to make most of the brand assets for the game, many of which were only shown in certain shows and never seen by the public at large - this was the creative side of my job and is what is shown in this post.
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On the technical side my job was to set everyone up for success while working in our custom version of Unreal Engine, during generally short deadlines, by creating tools that were used as daily drivers by the artists, including myself. These tools included:
- a high quality, cinematic version of the game's characters which supported customization and was specialized for working with the sequencer and Movie Render Queue.
- a high quality, cinematic version of the game's weapons which supported customization and made firing the weapons easy in the sequencer.
- a control rig for characters for use directly in Unreal which eliminated the need for import/export from third party DCC's and allowed for easy posing straight in the scene, as well as tweaking existing animation by baking it to and from the rig.
- and much more.
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I also did a lot of testing to find the most efficient workflow for people to work with, as well as optimizing the render settings we were using in Movie Render Queue. I then onboarded multiple teams, both internal and external, so they could share our knowledge. As such I was also the bridge between our team and the devs on the technical side of things.
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Special thanks to my team, Kervin Lei Tran, Bryan Sola, Ravahere Chansin, Daniel Muñoz, Jocelin Ramirez, Thorbjörn Jensen, Vendela Schönberg and Jonas Eriks, as well as everyone else who directly or indirectly helped me push myself and develop throughout the years.
Had fun working on this one. Unfortunately a lot of shots were lost on the cutting room floor, but that's bound to happen.
Time stamps: 0:14-0:28, 0:40-0:44
Did a few shots for this dev talk to highlight the Exo rigs and the awesome work made by the artists.
Time stamp: 2:06-2:20
Including this just because I had fun making the spooky tower shot. :D
Time stamp: 0:09-0:14