Convolution reverb in Warframe... (didn't quite make the cutoff for TennoCon) DirectX12 nearly almost did as well...
Me workin' on Hydroid trailer light/polish with new DaVinci style color grading tools we have
Me running around inside the Hydroid trailer mini-level 'cause I love shiny rocks and fake lighthouses...
Me trying to convince Geoff a lighthouse would be fun add in the last few hours before we had to capture for TennoCon... (I'm manually rotating the light) This is my way of doing a "but I helped!?" after the amazing work is already done.
Hacking in support so the resources would go darken (fake shadow) when eaten... I love this creature.
I loved this yawn animation until someone pointed out it could be misconstrued so it was toned down days before the live demo was shown...
The showrooms took a lot of effort to get 'coming in hot' assets pushed to our all platforms at the same time! Our effects lead added support to draw Void portals in arbitrary shapes for these cosmic clocks and mirrors the Entrati have.
I waffled way too much on the decision to have Sun Wyrms affect whole outdoor landscape... this test finally convinced me (unfinished landscape)
I am nuts about dsp/audio almost as much as graphics (but I suck at dsp so I couldn't help at all on this) - but I enjoyed setting up a blending test of convolution reverb zones... there are moments of real 'presence' despite the checkerboard visuals...