3D models, textures, and some 2D graphics provided by team. Otherwise responsible for all CG: concept, layout, shading, lighting, compositing.
Rendered with Maya, Redshift and composited with Nuke. 2D graphics finished in Photoshop for localization.
My maya scene:
Most items had their own light to highlight their unique shapes and textures. I brought it together with "global" lights: an hdri for gentle fill, large gobos (the huge circular spot lights), and generally any large sweeping rect light.
Notably at this time, my xgen wasn't working with Redshift. I used the PaintFX grass and MASH scattered them around the ground. Thankfully it didn't slow me down enough to need to make proxies...
Compositing breakdown:
Color accuracy was a big point to match between the in-game assets and the rendered assets. Generally, the content team would curate a set of items, but it was my job to make them look like they belong in the same universe and underscore the theme.
inbox image showing the items in a more realistic space
white bg images with in-game UI context
The inbox image would be putting the items in a real-world context, and the premium store images would be up against a white studio background.
added a lot of flare to the 2D graphics provided to me. played around a lot in lighting and comp for a more dramatic effect.
we released two bundles for the "Best of 2024" theme