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SHRAPNEL

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As the Art Director for Shrapnel, I helped build an amazing brand and narrative, I collaborated with many teams internally and externally to develop this title. Working at Shrapnel was an amazing experience and one I won't soon forget, as I worked alongside some very talented and passionate people to see this title to release.

These are Operator renders for Shrapnel that were built by an amazing talent of artists.  I am proud of the work that went into these and the final delivery that made it into the game release.

This is an in game cinematic of our map Shiko, using Unreal 5. I put this together to help amplify the story of Shrapnel using simple camera pans, character, VFX and vehicle animation all using Unreal's Sequencer.  Big thanks to Val and Keith Arem at PCB for delivering a great voice track.

This is an in-editor example of how we built the map and used tools to help load and unload large chunks of map data on the fly.  This allowed us to seamlessly build different map variants and gameplay modes in one level.  All thanks to Don Smith for his technical wizardry.

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