I created tech art tools for Among Us 3D to speed up workflows and let disciplines complete tasks without relying on other departments. Sole person in charge of tool creation and all related documentation so others could use the tools after I rolled off the project.
Integrating new cosmetics for Among Us 3D was a tedious process, as multiple different assets needed to be changed in order for each process of the game (Player Gameplay, Ghost Gameplay, Ejection Cutscenes, Victory Cutscenes, ect) to show the correct player cosmetics. Implementing a new cosmetic could take up to half an hour because it required changes across multiple assets and settings, involving both the art and engineering departments. Because of this time sink, I automated the process so a single artist could implement cosmetics in a fraction of the time, reducing both time and the chance of mistakes. The tool supported the implementation of all three types of cosmetics.
I also created a tool that let designers browse and spawn assets by room. The goal was for designers to contribute to environment creation for new modular maps while sticking to each room's defined environment themes. This reduced back-and-forth between designers and artists.
Organizational tools were also created for automated setup. When working on a room, multiple discipline-specific prefabs had to be created within each room to prevent overlapping work (Art prefabs, lighting prefabs, collision prefabs, minigame prefabs, etc.). Because of specific naming conventions and the time it took to set up a new room by hand, we also automated this process. If a new room or corridor section was needed, anyone could automatically create all the necessary prefabs in the correct nested order.