
OVERKILL'S THE WALKING DEAD

The title is based on the comics of The Walking Dead and has a strong emphasis on cooperative gameplay. I was in charge of working on multiple Technical Art aspect of the game, I worked on this game and following DLC's for over a year(2018 - 2019)
Release Date - Nov 06, 2018
Developer - Overkill's Software
Publisher - Starbreeze Studios
Genre- First-person shooter​
AREA OF WORK
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Project pipeline
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Tool Creation in Maya
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Rigging in Maya
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Making interactable gameplay objects inside unreal4.
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Managing Perforce
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QA
Project pipeline
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I handled the project pipeline and often updated it after certain milestones during the development. Documenting all the changes and updates in order to train the artist about new features and guidelines.
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Tools Creation
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Maya was the 3D content creation software that was used throughout the whole project. There were plenty of tools that were created by me or in collaboration with others. Some of them are, QA tools to checks if the asset follows all guidelines and fixes an issue if found before export and many more.
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Examples
Asset Evaluator
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All the projects have a big checklist that needs to be followed by each and every artist for each and every model and Scenes. This tool can be used to list all the checklist for 1 or many models in the Scene and is also capable to fix most of the issues.
Assembly Reference Tool
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A designer and artist usually have to work simultaneously to build and assemble the world of games. This tool makes it easy for them to work parallelly even with the first pass of asset pieces and then update the whole scene using new reference(Works for Modular Pieces).
Rigging in Maya
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For DLC of the game, there was multiple gameplay object that needed to be set up in Maya before sending them to Unreal. Most of this included interactable objects like doors and cartons, a rig and animation was needed to be attached with all of these assets before sending them out to ue4
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Making interactable game objects inside Unreal 4.
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The final setup of all the rigged objects was done inside the ue4 followed by their rigorous testing. This included setting them up according to the requirements, in case of doors (locked, unlocked, non-navigational). After this, the object needs to be tested for multiple conditions like opening a door while running should react differently from the one which is being opened while walking.
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Managing Perforce
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We have been using perforce as version control for the project. I did set up many projects and resolved many conflicts. This included setting up the repository for different projects and helping artists during any check-in check-out issue.
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QA
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Near the release date of the game. I helped the QA team and worked on finding and fixing most of the bugs inside the engine. One of the levels from the game was assigned to us. All the bugs (artistic, gameplay) at that level were fixed during a course of 2 months and that helped me in understanding a great deal of how asset pipeline can help create consistency and also help to make the debug faster.