Conquest was the first map I contributed to on Smite 2, and it became a key focus for my research and development efforts. I spent a lot of time refining pipelines for PBR materials, lighting, and performance optimization within UE5. I ran into a lot of trial and error starting out—originally using UE5’s Landscape tool and Lumen lighting, but I realized that neither were performant enough for our gameplay style or timeline scope. I also assisted in creating the pipelines for level instancing, mesh merging, and render scalability groups. Outside of research and development, I was also tasked with making assets, set dressing, and optimizing meshes. It was an exciting challenge to reimagine the original Smite look for Smite 2, pushing the visual style forward while exploring the full potential of what UE5 could bring to the next generation of the game. All of this wouldn't be possible without the help of the awesome environment and level design team!
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ENVIRONMENT ARTISTS:
https://www.artstation.com/ayayron
https://www.artstation.com/xelan101
https://www.artstation.com/battleyak
https://www.artstation.com/ersh777
https://www.artstation.com/christiandavis
https://www.artstation.com/artoframon
https://www.artstation.com/rashadfoux
https://www.artstation.com/hoppingpanda
https://www.artstation.com/joeperugini
CONCEPT ARTIST:
https://www.artstation.com/omedak
VFX ARTISTS:
https://www.artstation.com/cgeli
LEVEL DESIGNERS:
Hugh weymouth
Matthew Barcas
Matthew Zaneski
With the help of our VFX artist, Eli Crater Gershtein, I created a spectator material that uses dithering to fade out foliage and architecture when the camera clipped through. This allowed the spectator to view battles that were blocked by assets.
Waterfall and Portal VFX that I made with the assistance from Eli, our VFX artist.
Pond material that I created! I love the way that the caustics rippled through and it had subtle foaming where the plane would touch other meshes.