District
I was one of the Technical Artists on District. 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.
Because of the size of the map, we were way over our draw call budget. To combat this, we used HLOD's, as well as replacing meshes with mesh instances.
UE4 doesn't support decals on transparent materials. Because of this, I developed a tool that instantiates a pooled mesh decal on a transparent surface when players shoot at them.
Team
Tech Art
- Jon Langford
- Sebastian-Grigore Bucur
Environment Art
- Joe Tyas
- Matthew Southall
- Tibor Toth
Lighting
VFX
- Sergi Salvador
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