Concord || Tempest Watch

Created the boardwalk material and did overall material balancing.

Created the boardwalk material and did overall material balancing.

Worked on material balancing and puddle integration here.

Worked on material balancing and puddle integration here.

Created concrete, adjusted light blink function, and created other decals for this scene.

Created concrete, adjusted light blink function, and created other decals for this scene.

Showing of metal dent decals and also glass work on the gondolas and ceiling glass. I spun up real glass and dither glass materials that we could use based on performance and need.

Showing of metal dent decals and also glass work on the gondolas and ceiling glass. I spun up real glass and dither glass materials that we could use based on performance and need.

Gondola glass work and light tracer work. Check the videos below for a demo of light tracers.

Gondola glass work and light tracer work. Check the videos below for a demo of light tracers.

Another look at the wood boardwalk material.

Another look at the wood boardwalk material.

Created the carpet material, and helped with overall material balancing and grime decal placement.

Created the carpet material, and helped with overall material balancing and grime decal placement.

More carpet.

More carpet.

And still more carpet! The carpet was created with this arcade scene in mind.

And still more carpet! The carpet was created with this arcade scene in mind.

Concrete material and decal grunge placement.

Concrete material and decal grunge placement.

Wood boardwalk material work, material balancing, cubemap window setting, and overall glass material creation and tweaking.

Wood boardwalk material work, material balancing, cubemap window setting, and overall glass material creation and tweaking.

Material buffer views used to help balance all materials in the scene, help overall scene harmony, and work with lighting to find issues in material values. Credit to Sourabh Hamigi for creating buffer views!

Our screens are able to be set to glitch out. This is a specific screen that was fun to work on. The screens aren't normally at player height, so we wanted this one to look specifically cool. Demoing controls for the glitch.

I stood up performant puddle material instances for this level, and helped tweak these settings so that they would feel good in the scene.

A demo of our glass controls. We can control these settings whether the material instance was based off of our transparent glass material or our dither glass material.

We used cubemaps in multiple sections of our game to give more depth to our environments. On this map, i helped to tune the upper level cubemaps to give the illusion of rooms within our buildings.

A demo of our light tracer settings. On this doorway, I set different sized lights to run at certain offsets so that you got a shooting light effect around the door.

A demo of our light blink features. I set blink speed and time offset so that these lights blinked in order from left to right. Enough blink to notice, but not so much that it would be distracting to the player amidst combat.