LORT

I was the first founding artist on LORT, responsible for a little bit of everything. I created the majority of the environment art, prop art and tech art/shaders. I was also able to support the team with level design and content, art tech support, simple prop animations, VFX, etc. Thanks to Ludvig for design/content/levels, Lucas for 2d/characters, Michel for vfx and Kevin for characters/animations :) These are various screens and videos of various stages of development, so some changes may have occurred since.

Steam Page: https://store.steampowered.com/app/2956680/LORT/

While edited for LORT, I did not create the day/night system/skybox: https://www.fab.com/listings/167453a5-7fde-4bde-819c-1f3d497c7db6
A few assets from this pack might also be included: https://www.fab.com/listings/033a850a-05bc-4366-8703-128012ada8fc

Rock no ground blending

Rock no ground blending

ground blending!

ground blending!

We had an issue where grass was clipping up through objects near the ground. So i created a few shader solutions to work in various ways to clip the grass to not have that happen anymore

snow/moss shader with ground blending and worldspace blending to help improve modularity and randomness of PCG assets

I created a mesh spline system that allowed us to place long repeating meshes for things like walls and the out of bounds level blockers

Worked with Michel to help create a dissolve shader that worked on env/prop assets

I created a Kuwahara style filter for things in the distance to give them a painterly feeling

I created a Kuwahara style filter for things in the distance to give them a painterly feeling