- Engine: Source 1 (CS:GO 2013 Branch)
- Constraints: No native PBR pipeline, fully baked Global Illumination, baked vertex lighting on imported meshes.
- Execution: Custom material authoring using phong/cubemap manipulation to simulate modern PBR response; manual lighting placement to simulate bounced GI.
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I was hired as a contract artist to help Logitech G in an exploration into e-sports training. I worked largely on environments as well as some minor animation tasks. I helped to plan and develop the aesthetic of the environments, as well as created tileable materials, props, hero assets, and additionally worked on level art/set-dressing.
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I worked with Douglas Hoogland, who led level design and set-dressing. Max Giddens was another coworker who also developed props and worked on set-dressing.
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Special thanks to Alain Milliet, Christophe Constantin, and everyone else from Logitech G for being wonderful to work with.