Technical Art

Given the stylised direction of the game’s visuals, a number of out-of-the-box solutions from Unreal Engine would not work here. This includes:

  • Ambient Occlusion

    • The stylisation of our materials necessitates the slight flattening of the normal map, which comes at the cost of three-dimensionality. AO could inject some of this back in.

  • Depth Fog

    • Relating to post process outlines, depth fog would break the illusion, because it would always be drawn underneath the outlines of the image. This would require a custom solution.