Example of what the ground cover looks like at various scalability presets/targets
Example of what the ground cover looks like at various scalability presets/targets
Example of what the ground cover looks like at various scalability presets/targets
Example of what the ground cover looks like at various scalability presets/targets
Example of what the ground cover looks like at various scalability presets/targets
Example of what the ground cover looks like at various scalability presets/targets
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Ground cover example from the campaign
Halo Infinite - Ground Cover
I was workflow lead and technical art owner for the groundcover system for Halo Infinite.
Working on procedural placement, shading, rendering and scalability.
Collaborating with engineers and artists so that we could make a system that was scalable and performant on various type of hardware. The system was designed to give the artists control over how the groundcover changes per hardware, it allows for scalability tuning of density, lod and render distance down to a granularity of per plant type.
I also created documentation, budgets, optimized most meshes and tuned all scalability parameters for the campaign.
Alot of additional people was part in making this a reality:
Peter Schuster, Andy Leudke, Karim Luccin
Liz Diaz, Kurt Diegert, Logan McClure,
Nathaniel Castronovo, TJ Halter and more