credits: Face animated by Will Dewe, Music by Bensound.com
00:07 Time of day system. I set up a central control blueprint that manages sun/moon/sky/fog/refl maps based on time of day and weather. Artist have full control over variables using curves that represent one day. I created sky/cloud visuals.
00:26 Foliage that responds to player. Using vertex offsets and passing the material the player's location. Plants near the player sway if the player moves and gradually come to a halt.
00:41 Face rig. 26 joints and 35 blendshapes. The unique feature are the lips. Using 8 joints and only 7 blendshapes to create nice shapes of the mouth.
This is done by making the joints slide over a nurbs surface shaped along the teeth.
00:54 volumetric smoke effect. Achieved by rendering out a smoke simulation from maya to a sprite sheet. Using lights I rendered out an approximate normal map.
01:17 Landscape material. I made a material that can height blend several paint layers. It responds to the slope so you automatically get cliffs and slopy material. Foliage can be controlled per layer and the landscape responds to global effects like rain (wetness) and snow.
01:35 Fish variation. I didn't want every fish you catch to look the same. I Utilized blendshapes in tandem with joint offsets and material changes to create varying fish. Only one fish model is stored. The variations get generated dynamically and take weight in account. (small fish don't get big bellies)
02:09 Water shader. I created a water shader which has waves that respond to the wind direction, gusts blowing over, small particles floating in it, a mask to paint out waves in wind shade areas per wind direction, rain ripples, reflections and translucency.
02:16 Created clouds that can roll in and dissipate. Created rain effects on screen, ground and water. The landscape and surroundings becomes wetter as it rains for an amount of time and dry up slowly when the rain has stopped.
02:37 Additional effects. Fish water splashes, pollen, water shader.
This video features work I have done in 2016. A lot of it was made for Eurofishing, a fishing simulator. I have other skills that were not that easy to show in a quick visual video, like game prototypes in bueprints.
Special thanks goes out to the dovetail fishing crew. We had a blast and pushed the quality of this game to its limits.