Work

<Internship> Insomnia - Spriggan

Gaia & Storm
Graphics Behaviour

Contributed to a Unity open-world project with a focus on terrain ecology, vegetation systems, shader adjustments, and performance optimization. My role centered on tweaking plugin-based workflows, refining rendering systems, and ensuring ecological and visual consistency across the project.

A Photo of A Robot Standing in the Dark with the light casting by GI

Introduction

  • Terrain Ecology & Modification: Converted Gaia ecological zones into Storm FeatureSets to enable automated vegetation distribution. Performed both procedural and manual terrain modifications to balance gameplay requirements and ecological diversity.

  • Shader and Rendering Adjustments: Tweaked texture-based surface blending between terrain, rocks, and vegetation. Implemented cross-model texture blending to achieve seamless visual transitions.

  • LOD and Shadow Optimization: Improved vegetation LOD performance by separating shadow and geometry rendering, reducing polygon count for shadow casting, and lowering rendering overhead.

  • Lighting and GI Rendering: Assisted in configuring global illumination rendering and resolved related performance issues, achieving a balance between visual fidelity and runtime efficiency.

  • Animal AI System Review: Reviewed and fine-tuned AI parameters and system structures to better fit project requirements, without introducing new AI logic.

  • Tool Support and Documentation: Created editor batch tools to streamline resource management. Documented plugin features, optimization workflows, and system adjustments to support team knowledge sharing.

  • Industry Showcase: Contributed to the demo that was presented at Gamescom 2025, and participated in the exhibition to support the team’s presentation.