- Work with a team of programmers and artists to understand the current stages of the project and what was still left to be done.
- Communicated with client and partners to achieve the needs of the project.
- Directed communication between teammates to ensure task completion.
- Identified areas that needed improved visual qualities.
- Adjusted water assets and added VFX to make water more realistic and beautiful.
- Experimented with atmospheric fog and texture adjustments to blend the water and city models with the skybox.
- Directed communication between art and tech to solve SpeedTree integration and LOD issues.
- Determined areas for polish to make the city come alive.
- Worked with our graphics programmer to develop shaders to achieve desired effects.
- Managed the team and delegated tasks to reach project completion.
- Coming on Late: Since I joined this project near the end of completion, there was a lot to catch up on. It was also my first time managing this particular team, including 4 people who joined at the same time as me. This meant that about half of the team had never worked together. Luckily the existing team did a great job getting myself and the other new members on board with the project so we could hit the ground running.
- SkyBox Blending: Making a whole city brought some new challenges, especially being so high up, and therefore able to see the end of the world. We modeled the city for a few miles out but needed to hide the seams where water and terrain met the sky. We used a combination of atmospheric fog and shader/texture tricks to hide the seam.
- LODs: We also had some LOD issues with SpeedTree, so I directed collaboration within the team to find a solution. We also used many extremely low poly assets for faraway objects like cars to make the city appear full without hurting performance.