Glassbreakers
Polyarc
Technical Art Director
PC-VR, Quest 2 & 3, Apple Vision Pro
Polyarc
Technical Art Director
PC-VR, Quest 2 & 3, Apple Vision Pro
- Tools, workflows, automation, and asset pipelines
- VFX, lighting, rendering, shaders, 3d modeling, and texturing
- Trailer and marketing support
- Multi-platform profiling and optimizations
With this in mind I proceeded to conceptualize, prototype, and implement an alternative solution that relied on something more akin to a shadowbox, with meshes that extend back behind the free floating mirror, using world positioned masking to encapsulate and show only on the inner bound pixels.
One example of this effort I took on involved converting the overhead Champion UI visuals into much more efficient assets, requiring remodeling, uving, and scripting of runtime animation attributes through new shader paths. The end result took about 150 draw calls down to 30, as well as greatly reducing the shader instructions.