My third project as Tech-Artist, a Third-Person Shooter, part gameplay from Remnant 2, part artstyle from Necropolis.
Atlantean Ascent was developed over the course of 12 weeks, half-time.
I had the opportunity to use my old Graphics Programming knowledge and set up a mip-chain for down and upsampling for bloom, made easier by our engine's graphical pipeline.
Distance Fog PostProcessing
Bloom PostProcessing
Emissive implementation into Deferred Rendering
Stylized Rimlight shading in PBR on assigned Meshes