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Tools & Pipeline Works for Superbloom Games

2023 - 2025

 

I have constantly developed and maintained the art pipeline solutions for Venue, relaxing interior design mobile game that has high quality realistic style. (The game has recently been nominated for Best Visual Achievement at the PocketGamer Mobile Game Awards). My aim for developing pipeline is optimizing processes, finding bottlenecks, enhancing speed of art production, automating manual and repetitive steps., reducing human errors across Blender, Unity, Google sheets and cloud storage providers.

For this purpose, I've used Python for Blender art tools, C# for Unity editor scripts, JavaScript for Retool; is an environment for creating content management applications & LiveOps configuration mainly controlled by Google spreadsheets.


In addition, creating and maintaining technical documentation & user documentation for tools & pipeline is also essential part of process.


 

 

 

Some of tools & pipeline solutions I provided:


Implementation tool:

   - Packing all object renders, rendered from Blender, as optimized texture atlases for Unity.

   - Setting up packing algorithm attributes.
   - Matching sub-renders and data on a JSON file (includes some scene settings) for assembling scenes in Unity.
   - The output is seamlessly integrated with the Unity scene assembling tool created as another automation solution.

Unity content bundle automation:

   - After building addressable content for game levels, bundles are required to upload to third party cloud storage to be used in live game.
   - Comparing local folder & remote storage content and then uploading updated & new bundles by using build settings and scene variables. Then uploading to the storage

   - Custom solution like Unity Gaming Service CLI. 

Layer order automation:
   - Calculating object’s distance from the camera to the object's bounding box furthest corner in XY projection.
   - Setting rules for edge cases (like objects that have huge bounding box because of irregular shape).
   - Sorting distances of objects and writing them to a json file in the rendering process.

   - The output is used for object sprite layering for Unity. The aim is removing manual steps for 3D artists to place pivot points in 3D Blender scenes by assuming 2D layering.

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Validation scripts:
   - Checking scenes before rendering to catch problems like unbalanced level economy defined by game designer.
   - Minimizing back & forth between departments​.

Item creation:
   - Automating steps to create IDs, naming, categorization & writing them to game configuration sheets.
   - Uploading thumbnails to cloud storage for seeing them in the live game.

Render scripts:
   - Enhancing render performance & minimizing render time.
   - Minimizing visual artifacts & shadow problems on renders.
   - Automating all manual steps by creating sub processes using Google and AWS libraries.

Art content management tools:   

- Enhancing visibility & control of the game content by connecting different data sources on single page and automating content workflows

© 2023 by Mert Ozan Katipoglu

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