WORK / W-06

Seaport
live ops → automation

Five years of live-ops art on a mobile port builder - modelling and texturing the content, then moving to the tech-art side that kept it flowing. Later, the art side of sunsetting the game: the recurring work automated down to almost nothing.

ROLE
3D Artist & Tech Artist
STUDIO
Pixel Federation · live ops
15M Downloads
TOOLS
3ds Max · Maya · PSD
Python · Max Script
PLATFORM
FB · Web
Android · iOS
TIMELINE
2017 · 2022
Three Seaport locations side by side: an arctic harbour, a desert port and an autumn dockside
FIG.01 — THEMED PORTS, BUILT ON THE SAME PIPELINE

Seaport is a mobile port builder from Pixel Federation, run as a live game: new ports, seasonal events and themed content arriving on a schedule rather than in one release. I worked on it from 2017 to 2022, first as a 3D artist and then increasingly on the tech-art side.

Live ops means the same pipeline runs again every time. A themed port gets modelled, textured, exported, imported, hooked up and checked - and then it happens again for the next event, and the one after that. Each step is small. Multiplied by a live calendar and years of content, they are most of the schedule.

That recurring cost is survivable while a title is growing. It becomes the whole problem once the game is being wound down and the team around it shrinks.

A/01
Build the content

Game-ready models and textures for ports, buildings and props in 3ds Max, Maya and PSD - made to hold up on mobile hardware and to stay on style across dozens of themed variants of the same place.

A/02
Move to the tech-art side

Working from inside the art team meant the pipeline problems were the ones I was living with: the export settings, the naming, the checks that get skipped at the end of a long week. Fixing those is worth more than modelling faster.

A/03
Automate the repeating steps

The parts of the pipeline that ran the same way every event became scripts instead of instructions - the preparation and export work an artist would otherwise redo by hand for each new batch of content.

A/04
The art side of sunsetting

When the title was wound down I led the art side of it, with the automation carrying the recurring jobs - so a live game could keep receiving content without a live art team behind it.

The Seaport home port in its default theme: harbour town, islands and open water
FIG.02 — THE HOME PORT IN ITS DEFAULT THEME
The Seaport home port dressed for Halloween: the same harbour town and islands under a green night sky
FIG.03 — THE SAME PORT, DRESSED FOR HALLOWEEN

The recurring art work on Seaport now takes near-zero artist time. The game keeps running and keeps getting content, and the pipeline that produces it does not need somebody sitting in front of it - which is what makes winding a title down affordable instead of simply stopping it.

It is also the clearest example of what tech art is for: the work is invisible in the game itself, and it shows up as a team that is free to be somewhere else.