Godfall - Air Realm

Using a Material Parameter Collection to control the sand properties across all different master sand materials for visual consistency.

Flat material vs sand shader with fresnel, world space breakup texture, sand glint and depth blending.
Glint math based on Robert Berg's breakdown - https://www.artstation.com/artwork/WnYBE

I developed the sand tech for the Air Realm, to give the material a bit more dynamism. I assisted AD with level art lead responsibilities when possible, and also did some lighting look development early on in the level. All sand properties are controlled via a Material Parameter Collection. A single function as shared across all sand master materials for consistency and ease of tuning. The landscape textures have a tint mask so non-sand parts don't get tinted. Sand in the Air Realm features fresnel colour tinting, glint using procedurally generated noise, world space breakup texture and pixel depth offset for smoother blends. Glint math based on Robert Berg's breakdown - https://www.artstation.com/artwork/WnYBE

Art Direction: Tim Simpson https://www.artstation.com/pixelmasher
Lead Asset Artist: Evan McKnight https://www.artstation.com/emcknight
Level Art:
Cat Yang https://www.artstation.com/goodbyekitty137
Alex Beddows https://www.artstation.com/alexbeddows
Katherine Lopez https://www.artstation.com/katherinelopez
Tejay Fraser-Chitticks https://www.artstation.com/tejay

Lighting: Tim Simpon and Igor Titov
https://www.artstation.com/gheromo

Vista Team:
Ryan Ingram https://www.artstation.com/ingramr
Matt Ellis https://www.artstation.com/matellis

VFX by the Tuatara and Disruptive teams.
https://www.artstation.com/tuataragames
https://disruptivegames.com/

Tech Art/Optimization - Alan Lee and Joshua Carlos