
Portfolio
Gabriel Rheault
Level / Technical Artist
Meiyo
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Project name:: Student Project
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Constraint: 25 assets and had to run real-time
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Time periode: 10 week
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Tools: Unreal 4, 3ds max, substance painter, Nvidia Tools, Photoshop
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Date : 2014
We had to create a level from scratch using only our 25 asset to built the environment. But for the architecture, we could use as many modular mesh we could produce.
I've always been a fan of japanese art. So this time, i've tried to recreate a village lost in the mountain.
Environment made in Unreal Engine 4





Dies Noctem is a game created for the Ubisoft Competition 2015 where two team (day and night) need to grab timeshard in around the map and throw them into the vortex to make the environment shift to either night or day. Once it's fully day/night, that team win.


Top Left : Checkpoint in the map Top Right: Music changing on who is wining Bottom left: Connecting the environment together in the skydome's blueprint Bottom Right: Sky's shader

Dies Noctem is a game created for the Ubisoft Competition 2015 where two team (day and night) need to grab timeshard in around the map and throw them into the vortex to make the environment shift to either night or day. Once it's fully day/night, that team win.
Dies Noctem
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Project name: Academic Contest
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Constraint: Multiplayer, Evolution in the character, Two distincted character, Physics based mecanic, Check Point System, Gameplay of 10 min.
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Time periode: 10 week
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Tools: Unreal 4, 3ds max, Nvidia Tools, Photoshop and Zbrush.
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Date: Summer 2015
Dies Noctem is a game created for the Ubisoft Competition 2015. The team was comprised of a total of 8 peoples. Five artists and three programmers.
What i did was :
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Coming with the D.A and creating the pipeline for the rest of the team (mesh in max, decimation master un zbrush, cleaning in max).
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Level Artist : Every mesh have their own color, some more complex have more than 1 material ID if more detail need to be seen
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Technical Artist : Every blueprint made in the game. Skydome, Level level Art, Particle, Music, anything that will be link to the skydome was made in blueprint

Every time a time shard is thrown into the vortex, the sky will shift from day to night. The skylight changes from orange to blue and all the shaders in the map shift accordingly to have a touch of blue or orange to them. This blueprint is the core of the whole dynamic day to night shift.

This shader had both the day and night material in it and was driven by an interpolate. This interpolate is controlled by the Skydome blueprint.

In the sub-level blueprint, the player is able to activate checkpoints, which reference up-gradable stats. In this same sub-level blueprint I had certain visual cue that would activate and de-activate depending on what time of day it was (if day or night is winning).




Chashitsu VR
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Project name: Chashitsu
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Time periode: 15 weeks
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Constraint: Must run at 90 fps
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Tools: Unreal 4, 3ds max, Substance Suite, Photoshop, Zbrush, Speedtree and the Oculus Rift
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Date: Fall 2015
Chashitsu was my final bachelor's degree project for the Oculus Rift. I wanted to learn the pipeline for Virtual Reality and see if there was a way to make a Zen environment where someone could just put a VR and relax in it.
What i did was :
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Modeling and texturing all the assets.
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Creating Vegetation with Speedtree
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Creating Four seasons and the dynamic weather system, all in Blueprint.

Sky blueprint included. Location of the sun, temperature, cloud density and month to activate the season change.

Master shader for every non metallic material. Snow is included inside the shader and activated only when mask goes to black. Timed with my Sky Blueprint.

Almost the same as the Master Shader, but Water Potholes as been added for rainy day.