Robo Recall - City Centre

These level shots represent a TEAM effort.
In City Centre I was responsible for a wide range of tasks including: setdressing, materials, modeling of the train station, streets/sidewalks, and perf among other things.

Jerome did a ton more of the heavy lifting in this level with all of the lighting and most of the building+vista dressing. A lot of props and buildings by other artists.

The intent was to have a building that really stood out from all of the other more standard buildings with sharp dynamic shapes

The intent was to have a building that really stood out from all of the other more standard buildings with sharp dynamic shapes

The building provided some interesting dynamic spaces

The building provided some interesting dynamic spaces

All road/sidewalks mesh and materials. (sidewalk base textures outsourced)

All road/sidewalks mesh and materials. (sidewalk base textures outsourced)

Road material+decals with some help from Wyeth Johnson for wetness.

Road material+decals with some help from Wyeth Johnson for wetness.

Dressing/ground materials (some textures outsourced)

Dressing/ground materials (some textures outsourced)

Responsible for shader/logic and textures that go on top of base textures. Base textures outsourced to gametextures.com which they later published on their site! :O

Responsible for shader/logic and textures that go on top of base textures. Base textures outsourced to gametextures.com which they later published on their site! :O

Provided optimization for all 3 levels- LOD/HLOD, Material optimization, Quad overdraw trickery, culling, draw call tuning, object and collision count,aliasing (thankfully we don't need to deal with popping). + Lots of tricky stuff to get this to VR

Provided optimization for all 3 levels- LOD/HLOD, Material optimization, Quad overdraw trickery, culling, draw call tuning, object and collision count,aliasing (thankfully we don't need to deal with popping). + Lots of tricky stuff to get this to VR