Conflict0: Shattered is a game sponsored by Samsung to showcase Gear VR devices. My main responsability was to achieve the best graphics possible running optimized in Samsung Galaxy S6 GearVR.
My Roles as Technical Artist
Dynamic global lighting system development (Unity C# and Shader Forge), lighting integrations, art production pipeline, asset management, asset integration, environment animations, optimization.
Dynamic Lighting System Optimizated for Gear VR, from Scratch
For this project, we have the challenger to push the limits of Samsung Galaxy S6 Gear VR bringing dramatic dynamic lights to the environments.
So, I developed our own global illumination tool that we used in external ambients from scratch using Unity, Shader Forge, and C#.
The shader was created carefully using cheap mathematics operations focusing on what the team expected for a good graphics.
Procedural Sky Optimized for Gear VR
I developed our procedural sky without using transparencies, post effects or second passes. There is control of the cloud's quantity, sun strength, even behind the clouds that can be used to create lightning.
•Direcional dynamic light;
•Opaque dynamic shadows;
•Baked shadows (lightmap R channel);
•Dual Seach lights.
Also, I implemented the lighting, time-lapse and environment lighting animation in general. Generating the final picture of the whole gameplay.
Edan's Warehouse scene
There is one place that is internal, that we don't use the lighting system. This one is a dramatic moment of the game: Conflict0 Shattered. You move by waypoint, and the lights are turned on showing a little more of the scene until revealing Edna, the last sovereign. The render was created from scratch to reach de mood the team wants. There is a combination of different kinds of baked and dynamic lights.