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