Website powered by

Charybdis Rising - Real Time Environment

The main goal of this project was using baked lighting, considering traversability, creating large open vistas and linking an interior and exterior scene together (composition, lighting and level streaming wise).

I experimented with a few different things like PCG, advanced water shaders, PBL, this giant tidal wave I had no clue how to tackle at first, stylized post prcoessing shaders,.. among other things.

Made for Environments 2 at Howest DAE.

Presentation Teaser
please turn on audio

Full Presentation
please turn on audio

Beauty 01

Beauty 01

Beauty 02

Beauty 02

Beauty 03

Beauty 03

Breakdown 01 - Assets

Breakdown 01 - Assets

Breakdown 02 - Materials

Breakdown 02 - Materials

Breakdown 03 - PCG

Breakdown 04 - Tidal Wave

Breakdown 05 - Extra

Breakdown 06 - Baked Lighting & Level Streaming

Breakdown 06 - Baked Lighting & Level Streaming

Breakdown 07 - Design

Breakdown 07 - Design

Work In Progress 01 - Interior

Work In Progress 01 - Interior

Work In Progress 02 - Poseidon

Work In Progress 02 - Poseidon

Work In Progress 03 - Tholos

Work In Progress 03 - Tholos

Work In Progress 04 - Doorway

Work In Progress 04 - Doorway

Work In Progress 05 - Tidal Wave

Work In Progress 05 - Tidal Wave

Standing around and enjoying the view

Beauty 04

Beauty 04

Beauty 05

Beauty 05

Beauty 06

Beauty 06

Beauty 07

Beauty 07

Beauty 08

Beauty 08