Modelling: For The Little Ball That Could, it was necessary to create highly scalable, low-poly modules that would work on mobile as well as high-end systems. I created each of the 121 levels using 191 structural models. In addition, I needed to create 67 modules to be used in the mechanisms placed around the levels, and 16 unique props.

Textures: The game required a limited number of textures due to its flat, solid-color-driven aesthetic. I designed 11 textures for the environments, 20 decals and 25 character textures. All textures (including Metallic & Emission maps) were done in Photoshop.

Pipeline: I designed the level layouts in 3DS Max. I imported the models, created materials and prefabs, and placed props in-engine. I set up collision boxes, physics materials and rigidbodies. I designed the scene lighting (using Realtime Global Illumination on desktop). I configured the post processing package (Color Grading, Ambient Occlusion, Bloom, Reflections). In the end, I modified the Standard Shader to add an X-Ray Outline pass and double-sided features, created particle FX, mechanism and pickup animations in Unity.