Mobile Golf Game
Scanned data, mobile, art direction, vegetation, SpeedTree
Optimization, tri-count, alpha, mip-mapping, shader, silhouette
In order to save in on not having trees having baked lighting, we intitially used a lightmap for each tree-type, but then eventually going for vertex baking. After long experimentations with lighting, I eventually found methods of achieving some quite smooth tree lighting, while also doing some small cluster break-ups. I found otherwise that the completely spherical normal of trees that is usually otherwise used to be quite odd and flat, but complete individual normal direction to be chaotic, so I wanted to find something that worked in-between these.
Normals, stylization, baking
We also ran into being in a situation where we were creating this kilometer-long courses with tons of houses, but not nearly enough time to be able to model them one by one. Eventually we sat down and started creating both style categories, such as mediterranean houses or old English houses, but I also tried to push for modular buildings where we could just create a modular set in whatever modeling program we’d prefer, and then assemble these houses within the engine. It made for both faster results, but also more flexibility within the engine to be able to create environments to our desiring.
Art Direction, project management, experimental