Spectre Divide

As the one lighter on Spectre Divide, I got to explore the balance of bringing 90s anime to the scene of competitive gameplay. With this project being designed for esports, it was crucial for the geometry of a scene to be instantly readable to a pro player, while being visually comfortable enough to support the thousands of hours of practice we wanted players to have on each map. With the small team size, I got the chance to expand beyond the pure lighting work into various tech art duties including intense draw call optimization and character skinning.