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Jacob - The Callisto Protocol

Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.

I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.

My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.

Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.

3DScanLa helped us scanning the clothing, and yours truly was wearing them.

Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.

Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT

Lighting and composition work done for the Game Informer Cover, later finished and compped by Csaba Molnar

Lighting and composition work done for the Game Informer Cover, later finished and compped by Csaba Molnar

first pass on his short hair, later refined by Martin Contel

first pass on his short hair, later refined by Martin Contel

Dynamic Blood System and Wetness shaders. Cutoff head model and textures by Taibin Zhang

Dynamic Blood System and Wetness shaders. Cutoff head model and textures by Taibin Zhang

Lighting and composition. Blood by Fabio Silva. We worked together on this shot.

Lighting and composition. Blood by Fabio Silva. We worked together on this shot.

me and Csaba at 3DScanLA working on getting the main suit scanned, later modified and re-sculpted by Csaba.

me and Csaba at 3DScanLA working on getting the main suit scanned, later modified and re-sculpted by Csaba.