DARIEL RAMOS PORTFOLIO
Games
Mushroom Kid's Big Grass Sword

Mushroom Kid’s Big Grass Sword is a narrative, physics-based, precision platformer that follows Mica, a little mushroom, on a journey to rescue their village with a sword that grows.
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Role: Enviornmental Artist
Length: October 2023 - Present
Engine : Godot
Studio: Team Broke Kids
Steam Page: Demo / Full Release
Wishlist: Over 1000
Awards: GDOC EXPO 2024 Selection, GameFest 2024 Grand Prize Winner, RIT EDGE 2024 Aesthetics Winner
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What did I do?
- Created Background images for the Cave Entrance, Taiga Level, and Main Menu Screen
- Created vegetation tiles for the Village and Taiga Level and ground tiles for the Taiga Level
- Researched and introduced Parallax Scrolling into the project
- Created foreground and midground assets to facilitate Parallax Scrolling
- Created concept art for the Cave Entrance, Taiga Level, and Engine Level
- Assisted in securing $15,000 USD from a public Kickstarter through eye catching art
- Promoted a fun and relaxed environment to help prevent burnout
- Went to events to promote the game
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What did I learn?
- How to make pixel art in a quick and effective way
- how to use Aseprite and Gimp
- Convert 3D thinking into a 2D space
- How to better sell a game

Title screen, December 2023
Parallaxing Test, August 2024

Level 2 Test, November 2024
Mists Of Thule

In this Lovecraftian Souls-Like set in an overrun seaport, the last remaining knight must face monsters born of the mist as they seek the source of the corruption.
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Role: External Enviornmental Artist / External Concept Artist
Length: August 2024 - Present
Game Engine: Unity
Studio: Petrichor Studios
What did I do?
- Created economical environment assets and props that inspired positive changes in the level design and gameplay along with delivering the ruined medieval feeling desired
- Assisted in the creation of the Art Bible by teaching how to make one, creating multiple sections of the art bible, and gathering feedback from experienced art directors.
- laid the groundwork for our material creation process and look
- Assisted in created the art pipeline for a team of 6 (and growing) artists
- Created concept art of all of the environments and some key art
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What did I learn?
- How to effectively make an Art Bible
- How to improve the art pipeline for a diverse group of artists


Area 2 prototype, November 2024
Area 1 Prototype, November 2024


Starting view concept, September 2024
Lighthouse concept art, September 2024
Ugly The Cat: Missiles and Mayhem

Ugly The Cat: Missiles and Mayhem is a 3D action-combat party game inspired by Quake, where players fight as cats with bazookas in a hectic and chaotic gameplay environment.
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Role: Main Artist
Length: January 2024 - May 2024
Game Engine: Custom PlayStation 5 Engine, Unity
Awards: GameFest 2024 Technical Excellence Nominee
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What did I do?
- Created 3D models for the Character and Environment along with textures
- Managed the Art Pipeline
- Made all of the Concept Art
- Assisted in the creation of the Graphics Engine
What did I learn?
- Learned how to make art in a very cartoony style
- Learned some basic graphics engine concepts
Ugly the Cat PS5 Engine Gameplay
Ugly the Cat Unity Gameplay Prototype

Ugly the Cat Concept Art
Changeling VR

​Role: Technical Artist / 3D Art Teacher
Length: May 2023 - August 2023 (Internship)
Engine : Unreal Engine 4
Studio: Magic Spell Studios
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What did I do?
- Optimized Material Shaders, level lighting, and LODS for an approximately 30 times improvement in performance with no noticeable drop in visual fidelity.
- Researched multiple ways to improve performance
- Taught art team members how to use Blender and Substance painter to improve the art pipeline
- Benchmarked performance on multiple machines
- Assisted in creating a Tech Art Bible
- Researched multiple VR headsets in order to set performance goals
- Created 3D assets and watercolor materials
- Worked on a team of 80+ people across different departments
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What did I learn?
- How to make and improve Unreal Material Shaders
- Optimization strategies and best practices
- How to easily convey information to teach others
- Learned Substance Painter
- How to work in large teams
Changeling Trailer

Performance menu within the onboarding level
Snowbringer

​Role: Material Artist / 3D Artist Generalist
Length: August 2023 - February 2024
Engine : Unreal Engine 5
What did I do?
- Created Smart Materials in a Watercolor Style
- Created Enemy, Character, and Enviornmental models
- Worked with a group of 12 people at our peak
What did I learn?
- How to make Smart Materials
- How to use material post processing filters

Ranged Enemy Material Test

Watercolor Material Test
Little Guys

Little Guys is an Isometric Co-op 3D Puzzle game on the Tilt Five AR Glasses.
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Role: 3D Art Generalist / Team Lead
Length: March 2024 - Present
Engine : Unreal Engine 5
What did I do?
- Organized a team and negotiated with our institution to help facilitate development
- Adapted development multiple times to create art that would look best on specialized hardware
- Created art that would minimize motion sickness and improve clarity in AR
What did I learn?
- How to manage a team during the early stages of a project
- How to make art that works best on specific hardware
