Icebound took the Gridlock layout DNA, and added breakable ice hazards and a blizzard event. Both meant that perfomance budgets were very tight on this map.
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A lot of work was required to make effiecent HLODs to reduce draw calls and provide good shadow casters, while not going over memory budgets so as to hit 60fps targets on base xbox one hardware.
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PIX captures and memory reports to surface assets impacting performance. Work on producing optimised materials when assets had been brought over from the campaign, with features that were not required for multiplayer. Ensuring the floor surface blends were optimal. Fine tuning of HLOD clusters, shadow casting and draw distances of assets.
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Art direction – Jason Flanagan, Matt Massier
https://www.artstation.com/jasonflanagan01
https://www.artstation.com/mattmassier
Lead artist – Jacob Mandt
https://www.artstation.com/jm82
Level art - Matthew Macer, Julius Peters
https://www.artstation.com/macer
https://www.artstation.com/dvids
Asset art - Mike Isaakidis
https://www.artstation.com/michailisaakidis
Lighting – Derek Patterson, Ashley McKenzie
https://www.artstation.com/partypat
https://www.artstation.com/noisecheck
VFX - Sergi Salvador, Raul Calderon
https://www.artstation.com/lifarino
Tech Art - Jon Langford, Jonathan Murphy, Matthijs Verkuijlen
https://www.artstation.com/jon-langford
https://www.artstation.com/matthijsv
Level concepts - Manuel (Du)Pong
https://www.artstation.com/pong