About the Project
I was the director of Arcanum after Robert pitched his idea. The premise is a shipwreck of a large cruise vessel was discovered at a depth of 3000 meters. No shipwreck of this size and model had ever been recorded and you, the player, are sent to dive into this wreckage to explore how it came to be at this record-breaking depth. You realize the ship isn’t anything like you could have imagined and that you may not be the only living thing on this ship.
A large portion of my work on Arcanum was setting up a pipeline for the content being produced by all five of the asset producers. I also had to deal with setting up a content management system using Perforce to allow for us to all work on the same project files simultaneously. I also worked on blocking out the ship design interior, creating a basic real-time Inverse Kinematic system for the Dybbuk (enemy creature), cloth simulation for the Dybbuk dress using NVIDIA Apex, some small amounts of modelling and texturing as well as some code using Unreal Engine 4 Blueprint.