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Ultimate Rivals: The Rink

I began this project as the Technical Art Director, overseeing game from early prototypes through Launch and into Live Ops.
I built and oversaw the entire content production pipeline, turning the dreams of our eccentric and visionary art director (https://www.artstation.com/branislav_perkovic) and the incredible designs of our concept artist (https://www.artstation.com/crazybrush) into playable 3D assets. I had a small, extremely talented team of specialists, but I was responsible for the final quality of The Rigging and Animation, Lighting, Visual Effects, and User Interface.

After successfully pitching the game to the Apple Arcade team, I was promoted to Chief Product officer where I was responsible for the overall quality of the game, and more importantly the health and morale of the team.

The game was built in Unreal Engine 4.
Visual Effects were created with a combination of Cascade and Niagara.
Simulations were done in Houdini, and implemented using a custom VAT implementation.
Wwise was used for positional audio and programmatic audio effects, using the player's speed, collision intensity, and time scaling effects to give the maximum punch to feedback from Visual Effects and in-world audio.

(Enable Audio!) Teaser for Ultimate Rivals: The Rink, using our stylized characters. This aired in Apple Stores, Times Square, and during the Super Bowl.

In "The Rink" professional Athletes from the NBA, NFL, NHL, MLB, and USWNT competed in a fast-paced, skill based, online multiplayer arcade sports game. The game was optimized to run on MacBook's, AppleTV, iPhone and iPad, leveraging the Unreal Engine.

A recap of player experiences from our PAX East 2020 booth