Asylum
I was one of the Technical Artists on Asylum. My role was to create shaders as well as optimising the map to ensure a locked 60 fps on base Xbox One and Xbox One X.
We had problems with visibility occlusion from spawns which caused the map to be way over our draw call budget. We used HLOD's to help combat draw calls, as well as replacing meshes with mesh instances.
This was the first implementation of the screen space sky system I developed. This replaced the traditional dome with a screen space quad, heavily reducing the vertex shader cost whilst still keeping the same visuals as a dome.
Team
Tech Art
- Jon Langford
- Jon Murphy
Environment
Lighting
VFX
- Sergi Salvador