Alan Wake Remastered has been a great project to work on (my first Remaster) and an awesome world to spend time in creatively. It was an honour to work alongside the d3t dev team to work on the project, as with all games it's a big team effort.
Being the Art Director for the Remaster work I was focused on the quality in all areas of the art. Communication and collaboration with the clients Remedy / EPIC and internal d3t leadership on the project to ensure the desired quality targets were met as best as possible within the allocated time and budget and that the original creative intent was maintained or adjusted as desired.
A high level list of responsibilities and work carried out is below:
- Working alongside and directing the d3t art team.
- Helping the art team develop and produce quality work. (Which they did, they're awesome)
- Daily reviews / feedback of the majority of the assets in-game across all areas of art.
- Creation of benchmark assets to set the quality bar.
- Providing visual direction where needed on the UI, additional set dressing and asset creation to fit within the context the game.
- I undertook the lighting rebalancing work in-game and in the cinematics.
Being hands on I also assisted with different elements of the art and art pipelines:
- Assisted with the Character pipeline setup ( and character balancing (focused on shader testing and texture balancing)
- Asset pipeline setup along with a review process / checklist.
- Setup a texture conversion process from PBR to the custom setup for this project.
- Outsource Pipeline, workflows and review process setup.
Some of the d3t art team who contributed to Alan Wake Remastered and are on ArtStation are below, check out their work: