Ozone Engine

What is the Ozone Engine?

The Ozone Engine is a conceptual development engine built on top of existing game engines and other development environments. The primary focus of the Ozone Engine is to provide “production-ready” assets and frameworks that can be implemented into various games and other projects.

Whether you are an artist finishing up a portfolio piece or a programmer working on building your next app. The suite of tools and assets the Ozone Engine provides can help get you there.

What can you expect from the Ozone Engine?

Consistent: Each project is organized and instills a universal naming convention for all its assets.

Modular: All projects are self-contained and are designed to work in any new or existing environment.

Production-ready: All projects are able to be implemented easily and are built to be standalone (they do not require any third-party software or additional plugins).

Poly Count: Most micro details are implemented via normal maps so there is no unnecessary geometry.

Quads: No tris or ngons are present in the base meshes (will automatically be triangulated when being imported into most, if not all, game engines).

Topology: If you wish to modify the meshes in anyway, the edge flow is still intact to make customizing them more convenient.

Origins: Each mesh has an individual origin that makes sense to the object.

Smoothing Groups: All meshes employ appropriate smoothing groups to ensure the best cosmetic results.

Unwrapped: All meshes are properly unwrapped and oriented with appropriate padding.

Non-Overlapping: All UV islands are laid out accordingly (some UV islands may be stacked in special cases).

Lightmap UVs: Applicable meshes include proper lightmap UVs in addition to their texture UVs.

PBR Textures: All meshes come with at least one variation of all the texture maps needed for a PBR metallic/roughness or a PBR specular/glossiness workflow.

Resolution: All textures are of reasonable resolution based on the needs of each object.

Materials: All FBX files include embedded materials to mitigate the initial work needed to implement them.

Customization: Most game engine modules also include master materials that allow for additional customizations to be made.

Clean: All code is organized into appropriate functions and commented where needed.