Kerbal Space Program 2
- Professional Work
- Senior Technical Artist
- Intercept Games
The Mission Control environment in KSP2 required a new shader for rendering lightmapping within the game’s custom lighting model.
Leveraging the Houdini Engine and Unity’s scripting, we developed an automated process for creating Level of Detail models for the KSP2’s Parts-team content pipeline.
For the art content review process, the Parts-team needed a tool to render models in a consistent environment that was representative of in-game lighting.
I built tooling and automated pipeline for placing decals on 3D models and automatically processing those assets into Unity’s run-time decal system.