Glassbreakers
Studio: Polyarc
Credit: Technical Art Director
Platforms: PC (VR), Quest 2/3,
Apple Vision Pro
Studio: Polyarc
Credit: Technical Art Director
Platforms: PC (VR), Quest 2/3,
Apple Vision Pro
- Multi-platform optimizations and development workflows
-
VFX
- Materials
- Unreal tools
- Gamelay Systems
With this in mind I proceded to conceptualize, prototype, and work with the engineering team to implement an alternative solution that relied on something more akin to a shadowbox, with meshes that extened back behind the free floating mirror, using world positioned masking to encapsulate and show only on the inner bound pixels.
One example of this work I took on involved converting a majority of the overhead Champion UI visuals, which were at one point totaling 150 draw calls, and merged these assets down into a single mesh with material logic to land at just 5 draw calls each.