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Engineering | Project Phantom

For the Engineering area of Project Phantom, I was responsible for the general look and feel of the area, as well as the design and level layout. I created all the models, UV mapped/unwrapped, and painted all materials in Substance. I did all lighting and set dressing. Some custom runtime materials were created in Unreal for dynamic bubbles and cheap SSS using inverted fresnel in the albedo channel to simulate an internal glow for the liquid tubes. The intent of the area was to feel uncomfortably clean, especially coming from earlier parts of the game where there was a lot of grunge and decay. At the end of the area was a boss fight room. Project Phantom is indefinitely on hiatus.