Prefab Creation Wizard (C#)

With the goal of streamlining and standardizing prefab creation for the Star Wars : Galaxy of Heroes team, I improved our exisiting tool to include:

- support for weapon prefab creation
  - with different options based on weapon type
- support for ship and capital ship creation
- support for ships with greater than 1 mesh renderer
- support for non-humanoid character rigs
- automatic weapon placement based on weapon type
- extended controller creation and auto-fill to work with additional directories
- creation of muzzle reference areas for ranged weapons, if one doesn't already exist
- enforced texture assignment in materials to address common user error

Maya Skinning Tools (Pymel)

I wrote a simple suite of tools for the Galaxy of Heroes artists to take the guess work out of using some of Maya's skinning tools. With one click, the artists can bind a mesh without having to worry about the number of influences or which joints to include in the skin cluster. And with another click they can export the model exactly to our specifications without the artist having to check any boxes.

At each step of the way the tool also performs a number of validations behind the scenes to help the artist avoid common pitfalls, such as incorrectly rotated joints or incorrectly named meshes. The tool also includes some handy anootations and error messages to help guide the artists in it's everyday use.

The toolset is distributed to the entire art team through perforce, using Maya.env to point to their workspace directory.

Guild Icon Shaders (cg)

When we were developing Guilds for Star Wars : Galaxy of Heroes, I led the effort to create a lightwieght Guild Icon that players would be able to customize. For this, I created two shaders and the format for the icon texture.

The first shader is used for the Guild Icon wherever it appears in UI. The icon texture's red channel defines the icon's value. Then the green channel defines the region where the player's chosen foreground color will be used and the blue channel describes the icon's alpha.

The second shader builds upon the first to create a hologram version that can live in our cantina environment. A second mask texture is used to reveal just the edges of the 3D banner.

The hologram effect was written by other artists.

Depth Based Hologram Reveal Shader (cg)

I created a shader to improve the transition into battle for Star Wars : Galaxy of Heroes. My goal was to create an effect that would reveal the battle environment and characters as though they were being drawn like a hologram.

Based on the camera's depth, the shader creates a line through the scene using a specified value. When that value is animated, a holographic band appears to move through the scene. Once the band has passed, the camera's original color is revealed.

I also used a small texture of static to break up the edges of the holographic band.

Batch UV Update Script (Python+MEL)

When we ran into issues with Unity's automatic Lightmap UVs while making Star Wars : Galaxy of Heroes, I proposed that we batch update all of our meshes to ensure they had a second UV channel.

I wrote a script to open each .fbx in our environments directory and check for a second UV set. If none was present, it created one and saved out the .fbx again. In minutes we were able to update over 900 assets.