One of the more challenging part of porting to several different platforms - the Switch in particular - was optimizing the game to the point that it could run on both low and high end consoles without sacrificing too much visual fidelity. I worked primarily with Nathan Watson (our technical artist) to help with optimization overall, but particularly on Levels 1, 4, and 14.
Optimization work primarily consisted of creating low res card versions of assets which were viewed in cinematic shots, setting up a vertex animation system for environmental skeletal meshes (material and mesh set up; all blueprint functionality was added by Nathan Watson), and helping to fix compiler errors across different platforms.
Please note: I did not make any of the animated assets, merely converted the skeletal animations to shader-driven, and repacked textures/optimized meshes
https://www.artstation.com/jessecarpenter
https://www.artstation.com/jstamos
https://www.artstation.com/jpantoja
Vertex animated rocks in Chapter 4 (Icebind Cavern). Material creation and texture packing by me, blueprint setup by Nathan Watson, animations by Jeremy Pantoja, rocks and worldbuilding by John Stamos, level design/sequence by Scott Lepanen,
Vertex animated gears/gondolas in Chapter 14 (The Dredge Works). Material creation and texture packing by me, blueprint setup by Nathan Watson, animations by Jeremy Pantoja, assets and worldbuilding by John Stamos, level design/sequence by Scott Lepanen,
Vertex animated exploding platforms/flags in Chapter 01 (Dethroned). Material creation and texture packing by me, blueprint setup by Nathan Watson, animations by Jeremy Pantoja, assets and worldbuilding by Jesse Carpenter
demonstration of the parameters accessible with the vertex animated meshes, where original length is the duration of the original animation in seconds (model and animation not made by me)