Title : Beetleball
Platform: PC ( In development)
Position – Lead Technical Artist / Level Designer
BeetleBall is a fast-paced multiplayer beetle-sports arena game featuring physics-driven movement, class-based beetles, and high-energy team gameplay. The project is currently in active development and undergoing regular internal playtesting.
Level Designer
Design full arena layouts from blockout to final playable levels.
Create gameplay flow, navigational clarity, hazards, cover areas, and competitive play paths.
Iterate layouts based on team playtests to improve readability and player movement.
Environment Artist
Model, texture, and optimize all environment assets for multiple themed arenas.
Set up complete lighting in Unity including baked GI, reflection probes, fog, and post-processing.
Establish visual themes, compositions, color direction, and atmosphere for each arena.
Build optimized scenes suitable for stable multiplayer performance.
Technical Artist
Created tools and solutions enabling multiple beetle body types to share the same animation without new rigs.
Built custom Unity editor tools to speed up scene assembly, lighting workflows, and asset placement.
Worked with programmers to troubleshoot animation blending, shader issues, and performance bottlenecks.
Automated repetitive workflows to reduce manual setup time and improve iteration speed.
Optimization
Implemented occlusion culling, LODs, static batching, and light-probe networks for smooth gameplay.
Profiled GPU/CPU usage using Unity tools to maintain stable performance during multiplayer matches.
Organized scenes and materials to minimize draw calls and memory footprint.