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Rigs - Training arena

This was one of the levels I worked on for RIGs (2016). On this level I was involved in initial lighting tests for many areas plus sunlight balancing. However a large chunk of the lighting work was done by Piran Tremethick and Luke Darby.

As well as lighting work I created shaders for the arena floors, arena walls, HQ building and a few other bits and pieces. I also did a good chunk of work on the skybox.

Shawn Spetch was in charge of this environment, he also tackled a lot of the texture work required for it.

For this exterior section I was involved in choosing sun angles and natural light settings. Luke Darby did 2nd pass lighting on this environment.

For this exterior section I was involved in choosing sun angles and natural light settings. Luke Darby did 2nd pass lighting on this environment.

In addition I helped create the skydome and mountain surround plus did a lot of shader work on the HQ building and a few other foreground shaders.

In addition I helped create the skydome and mountain surround plus did a lot of shader work on the HQ building and a few other foreground shaders.

The training arena is one of many levels in the game where we wanted a fresh, bright and optimistic atmosphere. However we found slightly overexposed images to cause comfort issues in VR so we often had to reduce overall brightness down a touch.

The training arena is one of many levels in the game where we wanted a fresh, bright and optimistic atmosphere. However we found slightly overexposed images to cause comfort issues in VR so we often had to reduce overall brightness down a touch.

This is a lighting shot of the interior corridor. Getting this area balanced was hard as there were a lot of competing elements of visual interest. We ended up softening the natural light a lot so that the Rigs stood out.

This is a lighting shot of the interior corridor. Getting this area balanced was hard as there were a lot of competing elements of visual interest. We ended up softening the natural light a lot so that the Rigs stood out.

The central dividing wall was quite a late addition to the corridor but it helped simplify the players impression of the corridor when they first entered. Before this addition it could be overwhelming for their first navigable VR space.

The central dividing wall was quite a late addition to the corridor but it helped simplify the players impression of the corridor when they first entered. Before this addition it could be overwhelming for their first navigable VR space.

A panoramic shot of the outer section.

A panoramic shot of the outer section.

A panoramic shot of the corridor section.

A panoramic shot of the corridor section.

A panoramic shot of the corridor section. I did 1st pass lighting for this area plus the background view but 2nd and final pass was done by Piran Tremethick.

A panoramic shot of the corridor section. I did 1st pass lighting for this area plus the background view but 2nd and final pass was done by Piran Tremethick.