Jeremy Fort
CREATIVE PORTFOLIO
CREATIVE PORTFOLIO
Video game industry produced work
2026 - Platforms TBC - UE 5.3 (Release date tbd)
Description - My role on this project as the Lead Technical Artist included:
Managing and supporting the team of tech artists.
Collaborating with an external studio to facilitate the creation of the games 2d cinematics.
- This included USD camera ingestion, camera processing, level sequencer implementation, final rendering and pass outputs, and associated colour config.
Bug fixing various visual issues related to the games art style
Optimisation support to contribute towards meeting the target hardware requirements for the game.
The main focus of my time during our short stint on this project was to support the needs of the in game 2d cinematics which we were collaborated on with an external studio.
After receiving the USD delivery of cameras we quickly reaslised that UE 5.3 was missing specific camera properties we needed to inherit and utilise such as filmback offset and near clipping plane control. Fortunately we were able to expose these camera properties and establish an ingestion process for converting the USD cameras into new camera components within level sequencers. Taking ownership of rendering out both static and animated camera frames to client requested specifications was a large undertaking due to the ~400 shot count. QC was a very important factor considering the many intricate settings and steps. Colour output became a challenging consideration due to complications with the pre-existing post process implementation servicing the games art style, and requiring extensive testing and an eventual patch / workaround to output this in a way that represented the viewport result.
2025 - PC UE 5.4 (Unreleased)
Description - My role on this project as the Lead Technical Artist included:
Managing the team of tech artists, hiring new artists, performance reviews, goal setting and regular support check ins.
Establishing early standards for the project such as naming conventions, folder organisation and asset standards.
Establishing a roadmap for auditing and QC tools to service the project through its lifetime and support future projects.
Evaluation of engine features namely world partition to determine feasibility, benefits and risks of project adoption.
Teaser trailer work including shader creation, Niagara VFX and Motion Design.
Prototypes for one of the games core visual features, interactive blueprint functionality and visual implementation using Niagara.
PCG oversight and direction for the principal environments artist
Chaos destruction exploration for environment interaction
This project involved two key milestones, the main one being a visual showcase to focus on the art and theme of the game, and the second a smaller working design prototype to include the core loop mechanics for the game.
One of the key visual features for the game which was applicable to both milestones involved a player controlled object that would interact with and affect other actors within the environment. This presented an interesting challenge as we were required to pursue the visual target for this feature while at the same time determine feasibility of the blueprint implementation itself. Testing a variety of approaches including post process buffers, material masks and FX integration we were able to trial the proposals at varying scales which helped us identify which methods were suitable to our intended scenarios.
Taking our learnings from Flintlock, we were determined to start this project in a more organised and structured way, and so establishing early conventions and standards for asset naming and folder organisation were high on the priority list. These standards were well received once broadcast to the wider team, as there had been mutual frustrations with the prior project due to an absence of organisation. A metadata tagging system was also implemented in order to track assets through various 'Q' levels, to better monitor and assess the state of assets in both the library and in levels later in the project.
Further R&D was required for the project as large decisions were being evaluated early on which would have long term implications for the project. World partition was one feature that was carefully considered, as coming from the level streaming system of UE4 there were known benefits but also challenges we had faced prior. Following our testing and risk evaluation we opted to introduce World Partition for the second milestone and planned to continue building on this as our foundation.
7.2024 - UE 4.7 - PC / XBOX / PS
Description - My role on this project as the Lead Technical Artist included:
Managing a team of technical artists to leverage their individual skill specialisations
Reviewing and iterating on the visual quality of the games cinematics, ensuring they met the desired level of artistic polish.
Improving on and implementing new Niagara VFX to service various game and cutscene FX elements.
Assisting with optimisation of the game for the PC platform via asset auditing and updates, profiling and scalability implementation.
Bug fixing a variety of QA tickets to resolve visual issues and blueprint functionality.
Joining Flintlock late in production presented me with the immediate challenge of a team not having had a dedicated lead on site, and being in dire need of immediate management, coordination, and support. My initial focus was to ensure that the team were better supported, workloads balanced, and to ensure that they were assigned suitable tasks to perform to their strengths. Working with them allowed me to gain insight into their abilities and identify risks that might impact delivery of our assigned bodies of work.
There was a strong emphasis not only on final visual polish and fidelity, but also for optimisation and performance since this had not been a . One of Tech Arts responsibilities was to ensure that assets were satisfying both these conditions as well as possible, and a rather large task of supporting a wider optimisation effort ensued when it was determined there was a high level inconsistency in these standards.
Using a mix of in engine asset assessment tools, plus the likes of profiling tools such as unreal insights allowed us to identify and prioritise the worst offenders and begin addressing issues. Level streaming was observed as a large issue with frame hitches, and support to the design team to refactor the manual streaming triggers in a more suitable way helped to alleviate many of these problems. Establishing a suitable range of scalability settings and broadly applying them to categories of assets allowed for faster rollout across the already established levels, following which further evaluation would then take place. HLOD's were established to help mitigate the memory and draw calls which were also areas of concern.
The games cutscenes were also in dire need of improvements as were full of visual bugs and incomplete fx elements. Taking ownership of this task whilst being hands on with fixing issues required routinely capturing the cutscenes to review and assess, reporting progress back to the art director. The work for the cutscenes offered an opportunity to familiarise further with the level sequencer and delve into some technical problem solving with a variety of issues that presented themselves.
Trailer here:
2023 - UE5.1 - PC (Unreleased)
Description - My role on this project as one of the 3d artists included:
Creating the foliage asset library
Handling the procedural layout of the foliage
Establishing the groundwork for an asset management system to support the needs of the artists both in house and remote.
Managing and maintaining the landscape maps, island mesh alignment and worldspace positions.
Creating Niagara VFX elements for use around the environment
Creating other environment features and assets for use in the level - Modelling (Maya), Texturing (Substance painter), Material setup (Unreal).
Lighting and visual composition for key views.
Icon creation and rendering with Maya and Redshift.
Rendering island turntables
Establishing a suitable QC process for assessing the islands.
My first assignment on this project was creating the foliage library. This included reworking existing assets and modelling new ones, while establishing a style that fitted with the concept art. Materials were also setup with parameter controls so colour's and glowing elements could be later controlled for additional variation.
Making use of the landscape toolset and layer system in Unreal Engine 5, I was able to drive the placement of foliage and pathways onto the islands using alpha maps. I used a set of maps per island type, and by leveraging the procedural foliage toolset, was able to populate the islands with assets targeted to specific areas across all landscapes.
I was then able to fine tune the parameters of the foliage assets to dial in scale, density, slope angles and collision radius' that not only resulted in an artistically pleasing result, but also took into account how it impacted the player traversing on the undulating terrain. This was a key consideration, as there were certain locations on the islands the player needed to access, and we also wanted to encourage exploration through the denser parts of the foliage without concern of accessibility. Being that a procedural system was being utilised for variation of foliage across numerous islands, much care had to be taken to ensure this was mitigated both by the maps and foliage parameters as much as possible.
Other environment features such as waterfalls, ponds, and hidden rooms were also required, and as such modelling work took place outside of the engine to create these. Establishing a two way worldspace offset was required to support this process so we could quickly and efficiently operate on environment components in context of the landscape in either application.
Another core part of my tasks was to establish various Niagara VFX elements and their associated materials. These were made not only to supplement the environment and add some life to areas, but to cover various other general uses such as item pickup and triggered events throughout the game.
Trailer here: