A first-person horror game.
For this project our job was to make a shorter, vertical slice of a AAA quality game.
In-game tool for adding lights to a level. Allowed the artists and level designers to work in parallell.
Point Light Shadows
Cubemap shadow mapping. Optimized for static performance cost.
Projected albedo onto a surface with optional normal and material maps. If omitted the decal would use the surface's normals and material.
Allowed for in-game placement of static decals.