Working on this experience has been a lot of fun and great collaboration.  I worked really closely with Environment Artists Matt Olson, Roger Lundeen, Daniel McGowan, and Sean Keagan on bringing these environments to life alongside the rest of our team of designers and programmers.  They all modeled, textured, and set dress various experiences and I set up the lighting and did final tweaks to our packed diffuse textures.  I also helped model and texture props when I had downtime.

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We used a pre-baked solution for all our environments for Face Your Fears.  This title had to run smoothly on a Gear VR, so the technical limitations were pretty intense.  We chose to use all unlit materials in UE4, and composited lightmaps with our Diffuse textures and piped those into our Emissive channel to have less instruction calls than using Lightmass.

 
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All of our static mesh was easy enough to bake, but we also had to do an ambient lighting pass for our movable objects to help them integrate with their surroundings.  I made separate lighting passes based on environments as well as ambient cubemaps that allowed movable objects to have some shift in lighting.

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For the bricks below, we had really nice soft baked shadows from our light maps, and we wanted the bounce light and the feeling of darkness slowly creeping in as you are burried alive.  To accomplish this, I packed 7 different static mesh that would be swapped to based on brick placement.  Each static mesh had a different lightmap, so as the new cinderblock was being placed, we would blend between the two different lightmaps, and when the dynamic cinderblock was placed, we would swap to the new static mesh.  

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