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Dragon Ball Z Kakarot

Some screenshots from Dragon Ball Z: Kakarot, a project I had the pleasure of contributing to during my time at CyberConnect2. I worked on DLC 3,4, 5, and 6, as well as the Remaster and Nintendo Switch port. It was a large-scale, multi-studio collaboration between the Fukuoka and Montreal teams, involving close coordination between artists, programmers, and game designers to bring everything together.

For DLC 3, I worked on several levels, handling asset creation, lighting, and material adjustments.
On DLC 4 and 5, I contributed to terrain and asset creation, material creation and adjustment, and reviewed work from the Montreal team to ensure quality and consistency.
For the Remaster, I was responsible for developing the graphics fidelity upgrade pipeline, implementing new water, cloud, and lighting systems, refining materials and textures, and improving the overall level of detail across all environments. I collaborated closely with the Montreal team to ensure the new remaster pipeline was applied across all levels.
Finally, on DLC 6, I supervised and reviewed environment work from the Montreal team, ensuring that the visual direction between both studios remained unified and true to the project’s vision.

Launch trailer

Worked on the interior assets, lighting and materials

Worked on the interior assets, lighting and materials

Worked on the interior assets, lighting and materials

Worked on the interior assets, lighting and materials

Created the level layout, terrain, rock assets, select building and road assets, as well as textures. Also handled lighting and fog setup. (Screenshots are from the remastered version of DLC 5.)

Created the level layout, terrain, rock assets, select building and road assets, as well as textures. Also handled lighting and fog setup. (Screenshots are from the remastered version of DLC 5.)

Created the level layout, terrain, rock assets, as well as textures and materials. Also handled lighting and fog setup. (Screenshots are from the remastered version of DLC 5.)

Created the level layout, terrain, rock assets, as well as textures and materials. Also handled lighting and fog setup. (Screenshots are from the remastered version of DLC 5.)

Created the level layout, terrain, rock assets, building assets, as well as textures. Also handled lighting and fog setup. (Screenshots are from the remastered version of DLC 5.)

Created the level layout, terrain, rock assets, building assets, as well as textures. Also handled lighting and fog setup. (Screenshots are from the remastered version of DLC 5.)

Handled lighting, clouds  postprocess and fog setup. Supervised creation of building and cave assets. (Screenshots are from the remastered version of DLC 5.)

Handled lighting, clouds postprocess and fog setup. Supervised creation of building and cave assets. (Screenshots are from the remastered version of DLC 5.)

A screenshot of the game on PS4(left) and PS5(right). I was responsible for the graphics fidelity upgrade pipeline and implementation.

A screenshot of the game on PS4(left) and PS5(right). I was responsible for the graphics fidelity upgrade pipeline and implementation.

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster

Screenshot from the remaster