Bird Drop- iOS and Android - Mobile Game
Game Design, Models, Textures, Animation & Sound by Jeremiah Washburn
Game Design, Programming & UI by Scott Sherman
Tools: Unity, 3dsMax, Maya, Photoshop

Bird Drop Trailer Video:

 

Concurrents - "Parabolis City" - GDC 2022 Demonstration of  Streaming Technology
Level placement, Lighting, Particles, Cinematics, Level Optimization by Jeremiah Washburn
Creature A.I. by Brian Lhota
Base Assets- City pieces, character & creature brought from Unreal Store and modified for use
Tools: UE4, 3dsMax, Maya, Photoshop, Substance Designer

 

Cinematic Sequence

   

 

 

LAMO The Game - PC platform - (No art creation, just optimization.)
Character, FX and Level Optimization by Jeremiah Washburn - (No art creation, just optimization.)
Memory optimization and pooling systems by Scott Sherman and Brian Lhota.

Most of my work was automating a system to dynamically create a series of texture atlas's that would reduce draw counts from all the props in the world while still keeping things dynamic.
Also did tons of FX optimizations. Re-did character rigs, facial expression rigs, and implemented level-of-detail for characters.
Tools: Unity, Maya, Photoshop, Custom Tools & scripts.

Thumbnail Example of Auto-created Atlas's that combined all items in the scene into 3 atlas sets. This was done daily so artists could continue to experiment on object creation without having to mess with texture optimzation.

 

 

 

- LAMO Screenshots - (This is not my art, just optimization)

 

 

 

iOS Unannounced titles - Sunblink Entertainment  - Shader and FX
Shader and textures by Jeremiah Washburn



Water Shader Graph:

 

 

 

Video of Water Shader:

 

 



Stylized Water with Othographic viewport - Only water is my art:






Ground Fog and Volume Fog effects:


 




Risk of Rain 2 - Port to Switch from PC
Character, FX and Level Optimization by Jeremiah Washburn - (No art creation, just optimization.)

2 of the 50 unique players, enemies and bosses in the game, optimzed for Switch:

 

 





Optimzation of 32 levels (mostly vertex reductions)



Enviroment and Prop optimazations for 32 levels

   

 

 


Screenshots from Switch Port