Another #PortfolioDay!
I'm Daniel, a Material/Environment Artist who is a Substance Designer enthusiast!
🌟Check my work down below!🌟
Portfolio: https://t.co/uWMM3Afz5O
Email: [email protected]
Em sembla increïble el treball que hi ha darrere de tota aquesta feina. Es nota amb la qualitat final del producte Fenomenal tenir professionals de tan bon nivell.
More work I did on #PlanetCoaster2!🌍🎢
This time Pool materials!
One of the first features I worked on, helping set the visual style and test our updated FlexiColor tool directly in production.
Proud of how it all came together 🏊♂️
#SubstanceDesigner
Grab your Keeper outfit, brush off your wellies and get ready to 'Build A Wilder World'!
Planet Zoo 2 is coming to PC, Xbox Series X|S & PlayStation 5 on October 13! 🐦 🐟
Soar to great heights with flying birds, prepare your diving suits as fully-aquatic species make a splash, and take your conservation efforts beyond your zoo in brand-new Wildlife Reserves!
Pre-order now: https://t.co/3j1QG4YJgW
I am happy to finally be able to share some of the material work I did for #PlanetCoaster2! Ensuring the flumes looked visually strong was a particular challenge I took on!
El fet de que aquesta sèrie s'hagi fet amb un equip tan petit i un pressupost tan retallat segur que ha sigut un repte en si. Felicitacions a tota la gent involucrada per tirar això endavant
La gent que es queixa de l'animació:
- Sèrie que val el mateix que un sol capítol de One Piece
- Fa servir la mateixa tècnica que s'utilitza per fer South Park, el cutout.
- S'ha fet amb un equip de 7 persones
- Han treballat directament amb les il·lustracions de la Míriam.
✨Long time coming but here it is! ✨
🌳Some of my now quite old work from #PlanetZoo Foliage! 🌳
This time a pine bark generator! Of course all made in #Substance3D Designer
Unfortunately I’ve been effected by the layoffs at Epic. If anyone has any job recommendations, especially work from home, I’d greatly appreciate it. I was asset implementation, looking for similar or art roles. Portfolio in replies. Thank you!
Cartell de la sèrie d'animació catalana "VALENTINA DE MONTBLANC"!
Sèrie produïda per @som3cat i @SomSX3 amb la col·laboració de LUEE Animació.
VALENTINA DE MONTBLANC és un projecte transmèdia que es basa en un còmic inèdit de Míriam Bonastre Tur.
✨Long time coming but here it is! ✨
🌳Some of my now quite old work from #PlanetZoo Foliage! 🌳
This time a pine bark generator! Of course all made in #Substance3D Designer
Layoffs don’t just shrink teams, they wipe out institutional knowledge that takes decades to build.
When veteran developers leave, all the unwritten stuff disappear with them: tool quirks, shortcuts, artistic intuition, “don’t reference that file like that” warnings, and the reasoning behind old tech decicisions. Most of it isn't documented because no one has time to record years of tiny hard-earned tricks and thought processes.
The impact shows up so fast, man. New teams waste months relearningg systems, repeating old mistakes, and rebuilding processes that once ran smoothly. A lot of that expertise just vanishes. You can hire new people, but you can’t replace a decade of tech intuition or cross-department problem-solving overnight.
The result is slower production, more friction, more bugs, and projects feel less stable and take longer to start working. Studios don’t just lose staff; they lose the memory of how they make games, and rebuilding can take years.
Sometimes a studio known for a specific type of game suddenly can’t make it anymore, and now your sequels freaking suck.