For the environments of "A Fisherman's Tale", I was in charge of the look developpement in collaboration with the lead artist (Guillaume Bertinet) and the creative director (Balthazar Auxietre) in order to establish the art style of the game. For the following scenes, I also worked on the modelisation of most architecture assets and props, some of textures, and did most of the shading (including the game master shader). I did the lighting of the last scene (with a more realistic look).
The images below are from the PS4 version, but I was also in charge of the profiling and the optimization of theses scenes for PC and Android platform (Oculus Quest).
This project is developped by InnerspaceVR, and directed by Balthazar Auxietre. Level design and lighting : Fabrice Gaston. Lead Artist : Guillaume Bertinet.
Some material parameters are exposed so designers and artists can easily adjust the asset look inside UE4 (main color, edges color, detail tiling, ambiant occlusion intensity...). It was important for us to keep a great flexibility in UE4.
Lenses are completly opaque, I wrote a shader using cubemaps and some parallax effect to simulate transparency.
I worked on the door fake volumetric light rays, using transparent planes and custom pixel shaders