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Stylized Environment Art for Displaced

Environmental tech art for my 2021 game project, Displaced - a game about a frog in search of a new home.
The goal in this project's art workflow was to minimise the need for manual texture painting and design the majority of materials on landscape projection, world aligned textures and integration and a universal 'deformation' system, in order to create a visually congruent art style and reduce manual work required in addition of new assets, as well as keep the project lightweight and performant.
To achieve this, heavy use was made of of runtime virtual textures and render targets, but with performance in mind.
Each level only uses one RVT at a low resolution, and two render target captures (one for props, one for landscape), each with refined post-processing materials and minimal show flags to ensure minimal cost.
The game is expected to be available for download late 2021, in a demo form.

Inspired by "Deeper in the Forest" by Milan Vasek https://www.artstation.com/artwork/4NgG4

Inspired by "Deeper in the Forest" by Milan Vasek https://www.artstation.com/artwork/4NgG4

Moss skimming and water interaction, based on landscape deform target

Water material vertex painting

Spline-based rivers and waterfalls

RVT Projection for landscape materials and physical materials, allowing for accurate footstep particles and sounds on projected surfaces

Physically accurate landscape "deformation" with normal detail derived from the landscape deform target

RVT based procedural grass colour and deformation

RVT based procedural grass colour and deformation

Lightweight foliage interaction