Ozone Engine

What is it?

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 that can benefit from them.

What can you expect from it?

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.