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The Walking Dead : March To War (3D)

3D and VFX work from TWD M2W.

This project absolutely defied reason. We had to draw 10,000+ objects every single frame to bring Washington DC to life. Mobile game aren't supposed to attempt this, but we did:

If you're wondering why everything is so low poly watch Jason's breakdown from Unite Austin 2017 (link above).

Another incredible effort by the very small Disruptor Beam Art Dept.

© Disruptor Beam, Inc. THE WALKING DEAD Copyright Robert Kirkman

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Testing Shadow Strength stuff.

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One of our marketing screenshots. Shows off awesome work by the whole team; Jason Booth, Greg Seegert, Jeff DePuy, Marc Apablaza, Yan Dong, and myself.

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Daynight Cycle keys. Utilizes our proprietary lighting system which allows an infinite number of directional lights at no additional cost. We're cool.

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An example of the incredible low vert counts used to keep every single item dynamically batching.

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This is a single 2 tri Plane, with a wacky shader making the tarps billow. The effect is of course attached to our weather system. A similar approach with Vertex Animation got used on the banners.

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An example of the Prefab Stream system creating randomized quarantined buildings complete with props.

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Some more super tiny dynamic batch-able props.

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Even the itty bitty people have to batch... It was like Quake modding all over again.

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Multi-Channel Signed Distance Field UI Art. I built a modular library of UI shaders for TWD : M2W that lean heavily on MSDF tech. The result is a highly resolution safe image at a fraction of the memory.