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
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
Lightweight foliage interaction