Downtown

Another small assignment I had during my studies at Dundalk's Institute of Technology. The main task was to make a first person HDRP project with a focus on lighting, shaders and optimizations.

The project consisted of using a city modular asset to create our own small area where we could work on setting an atmosphere and utilize different shader's and lighting but keeping good performance. As per usual, I decided to keep a horror esthetic to the game, utilizing decals to add believable blood splatters.

Design Goals

I opted to create a erie atmosphere by reducing light and adding some fog, in addition to a spectral green directional light and a whole moon in the distance. There are some decals that work as blood spatters, utilizing dirt as texture to give it a more viceral look.

Having crashed or abandoned cars giving a thrilling sensation, as well as, utilizing lights to direct player attention and highlight details. Moreover, utilizing Post Processing to add some static effect, similar to the ones implemented for lost footage videos.

LightMapping

The biggest focus of the project was to be able to use and set up lightmaps to avoid any glitches or unnecessary loss of performance. For this, I lowered parameters and overall quality of those meshes that were not going to be affected by light or were plainly out of sight.

Meshes that are out of playing area are not only marked as static but also do not contribute to global lighting, as well as adapting light maps' size and compression depending on the type of mesh affected and their overall role in populating the scene.

Use of LOD

Unfortunately the assets provided did not come with any variants with lower resolution. Now, I would probably have either different models (with less polygon count) or even changing the texture quality based on how close the player is.

Use of LOD and occlussion facilitate the improvement of performance, both used in the project but with less precision than I use now for my games. Within the project, objects like the containers will not be render if a certain distance is reached, this is to avoid the sudden dissapearance or appearance of objects around the player which would break immersion and overall disrupt the game flow.

Challenges

Most challenges came from managing lighting, I understand that to fully get a grasp on how to properly set up a lightmap and use lighting in a scene that doesn't only look well but also does not destroy performance takes a lot of practice. Given the time restraints and the allocated time to be able to work on the project, I was left with very limited room to properly assess and stablish a more efficient and reliable scene.

Nonetheless, I feel quite proud of what I managed to achieve and I'm looking forward to giving it another go in future projects.

Learning Outcomes

I think that this project further developed my knowledge on lighting and it was definitely an upgrade from my previous URP project, "Non Binary", in that area. Occlusion was something I also worked upon in previous projects, but in this one there were extra factors that came to play that I haven't considered before, such as camera resolution.

Moreover, use of shaders has never been my forte, but being able to create a shader decal and it looking great boosted my confidence towards working in other types of shaders, like the lava effect I used in Pestis.

Technical Playthrough