FIFA-DAZN Live Football App

A suite of mobile 3D and AR/VR experiences utilized by over 70,000 users, designed to showcase live games of popular football teams with skeletal data. I contributed through the development of the 3D scenes by designing, optimizing, and integrating visual 3D assets, including environments, mini pitch fields, and unique player models for numerous teams, in a final product that features PBR rendering in app-ready VR environments.

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Development Environment
VisionOS
Mobile
META Unity C# PBR Real-time Rendering VR Environment
Key Responsibilities
    • Designed and implemented a real-time 3D football environment with a procedural shader for the field to handle technical constraints
    • Preparation of an automated process for generating and integrating unique avatar models in our applications using AvatarSDK.
    • Visual effects design and integration with shaders, animations, particle systems
    • Guaranteed the quality of the final output in either PBR or unlit rendering
Procedural field shader
  • This shader is a component of a more advanced and comprehensive version of my procedural court shaders, specifically designed to accommodate various sports within a single shader file. VR applications typically feature a tailored VR environment to enhance viewer immersion. This necessitates unique design and integration techniques that differ from standard 3D rendering.
    • Editing cout dimensions and look Custom VR branded environment (VisionOS in device screenshot)
    • image
      US Open 3D Viewer - Mobile/Web/AR screenshot 1
      • Created using ShaderGraph, this shader simplifies the integration of sports tracking data from skeleton data providers. The process of editing and reimporting a 3D asset along with its textures was challenging and prone to errors, particularly regarding court dimensions that occasionally required adjustments to align with backend tracking data corrections.
      • Creating VR scenes demands careful consideration of user experience, particularly regarding the placement of visual elements like panels and 3D objects.
      • Room dimensions and user positioning are typically tested in Blender using a simplified prototype scene early on to validate the environment layout. This step is crucial for technical artists to determine mesh layout, especially in composing the scene with varying levels of detail (LODs).
      • Performance is indeed critical in VR rendering, as achieving real-time quality can be resource-intensive. Texturing will be aligned with the mesh’s LOD, and textures will be baked from the DCC prior to integration into Reality Composer Pro.
    • Animating the field with shader parameters Premade scene in Blender
    • US Open 3D Viewer - Mobile/Web/AR screenshot 1
      • It offers precise control over real meter-sized lines and terrain dimensions applied to a basic cube, making it independent of specific assets. Additionally, it includes all necessary logic for visual variations, animations, and custom branding.
      • While much of the work occurs within the DCC, many materials utilize custom unlit shaders from Reality Composer Pro, allowing for greater control over aesthetics and the achievement of various visual effects.
    Development Environment
    VisionOS
    Mobile
    META Unity C# PBR Real-time Rendering VR Environment
    Key Responsibilities
      • Created and integrated a custom branded VR environment
      • Preparation of an automated process for generating and integrating unique avatar models in our applications using AvatarSDK.
      • Visual effects design and integration with shaders, animations, particle systems
      • Guaranteed the quality of the final output in either PBR or unlit rendering
    TA
    xl-tech.art

    3D/AR/VR Technical Artist

    Paris, FRANCE
    contact@xl-tech.art
    LinkedIn
    TA
    Xavier Laborie - Technical Artist
    Project Gallery
    Key Responsibilities
      • Designed and implemented a real-time 3D football environment with a procedural shader for the field to handle technical constraints
      • Preparation of an automated process for generating and integrating unique avatar models in our applications using AvatarSDK.
      • Visual effects design and integration with shaders, animations, particle systems
      • Guaranteed the quality of the final output in either PBR or unlit rendering
    Development Environment
    VisionOS
    Mobile
    META Unity C# PBR Real-time Rendering VR Environment
    Procedural field shader
  • This shader is a component of a more advanced and comprehensive version of my procedural court shaders, specifically designed to accommodate various sports within a single shader file. VR applications typically feature a tailored VR environment to enhance viewer immersion. This necessitates unique design and integration techniques that differ from standard 3D rendering.
    • Editing cout dimensions and look Custom VR branded environment (VisionOS in device screenshot)
    • US Open 3D Viewer - Mobile/Web/AR screenshot 1
      • Created using ShaderGraph, this shader simplifies the integration of sports tracking data from skeleton data providers. The process of editing and reimporting a 3D asset along with its textures was challenging and prone to errors, particularly regarding court dimensions that occasionally required adjustments to align with backend tracking data corrections.
      • Creating VR scenes demands careful consideration of user experience, particularly regarding the placement of visual elements like panels and 3D objects.
      • Room dimensions and user positioning are typically tested in Blender using a simplified prototype scene early on to validate the environment layout. This step is crucial for technical artists to determine mesh layout, especially in composing the scene with varying levels of detail (LODs).
      • Performance is indeed critical in VR rendering, as achieving real-time quality can be resource-intensive. Texturing will be aligned with the mesh’s LOD, and textures will be baked from the DCC prior to integration into Reality Composer Pro.
    • Animating the field with shader parameters Premade scene in Blender
    • US Open 3D Viewer - Mobile/Web/AR screenshot 1
      • It offers precise control over real meter-sized lines and terrain dimensions applied to a basic cube, making it independent of specific assets. Additionally, it includes all necessary logic for visual variations, animations, and custom branding.
      • While much of the work occurs within the DCC, many materials utilize custom unlit shaders from Reality Composer Pro, allowing for greater control over aesthetics and the achievement of various visual effects.
    Key Responsibilities
      • Created and integrated a custom branded VR environment
      • Preparation of an automated process for generating and integrating unique avatar models in our applications using AvatarSDK.
      • Visual effects design and integration with shaders, animations, particle systems
      • Guaranteed the quality of the final output in either PBR or unlit rendering
    Development Environment
    VisionOS
    Mobile
    META Unity C# PBR Real-time Rendering VR Environment
    TA
    Xavier Laborie

    3D/AR/VR Technical Artist

    Paris, FRANCE
    contact@xl-tech.art
    LinkedIn

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