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Lee Scheinbeim
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BATTLETECH
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BATTLETECH
Rendering, Lighting, Shaders, Space
Primary Work
Replaced Unity lighting system with a custom cluster based solution
Developed a custom frustrum aligned voxel fog system
Improved deferred decal solution
Custom physically based sky rendering system, capable of handling non-Earth planets
Built a mood system to aggregate all lighting and post processing settings for the world, dynamically applied per level instance
Custom shaders for terrain, vegetation, mechs and human characters
Tessellation based particle shading for efficient lighting and shadowing of visual effects
Procedural terrain and space perspective atmosphere
Space animation and simgame camera control system and execution
Responsible for all lighting and custom rendering and shaders for the entire project
Developed By
Harebrained Schemes
Published By
Paradox Interactive
Release Date
April, 2018
Platforms
PC, Mac, Linux
Engine
Unity 5.6/2018
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Home
Portfolio
Palia
The Lamplighter’s League
BATTLETECH
Necropolis
Dragon Age Inquisition
Murdered: Soul Suspect
Dragon Age 2
Dragon Age: Origins
Photography
About
Résumé
linkedin
email