Finally, effects often need to work with the environment to create dangerous surroundings. This event happens to be a building fire, through which the player must find his way. This particular series of events presented several challenges from an effects standpoint. First, using particle systems to represent all of the fire needed simply would not work from a performance standpoint. We made the decision early on to utilize an animated texture page with an extremely cheap material mapped to the surface of a mesh to limit overdraw and boost performance as much as possible. We wanted the fire to wrap the surface which is burning, and using meshes proved to be a great way to achieve this result.