✦ Project
Avowed

✦ Platform
Windows PC, XBox, Playstation

✦ Engine
Unreal Engine 5

✦ Role
Technical Artist

✦ Year
2025

On Avowed, I worked on a variety of tasks: environment art asset pipeline management, auditing, and tasking; profiling memory and performance metrics for the game; and creating simulations in Houdini and baking them down for Unreal.

Fake Windows

Avowed being a game with a time of day system, we needed a performant way to show glowing windows at night and have them turn off during the day. We also opted to create fake interiors for some of the windows to add a sense of life to our towns and buildings.

Cubemap Interiors

Customizable Colors

Placement-based Brightness

Detail Reduction at Distance

Time of Day Driven Emissive

Customizable Water Material

The water materials in Avowed uses a customized version of Unreal Engine’s Single Layer Water blend mode material.

Emissive Foliage Material

The Living Lands in Avowed contains all kinds of emissive mushrooms that needed a large number of unique looks.

We were able to achieve a cost-effective solution by incorporating Custom Primitive Data and curves to control which color variant of the mushrooms were shown.

Candle Material and Blueprint

The various locations in the Living Lands has differently colored flames to define the aesthetic of the area. I created a system to streamline the coloration process for these candles.

Floating Animation

Boats, shipwreck debris, and floating magical rocks needed animations. I came up with a customizable modular solution to fit various needs.

Animated Banners

Some of the banners placed around the buildings in the Living Lands were animated using a fellow technical artist’s WPO banner material.

Water Portals

For Ryngrim’s Domain, we needed magical water portals where water bodies existed while defying gravity.

Merged Mountain Range Meshes

Towards the end of development, I helped test and bake merged meshes for the mountain ranges far off in the distance as seen in Dawnshore. Initially they were kitbashed and made of upwards of 10 or more pieces per mountain. To optimize them, we needed to bake down those meshes into single simplified geometries, consolidate the materials into one, and make sure that the visual fidelity did not suffer.