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Andrew Schneider 📦🌩️

@AndrewSchneider@mastodon.gamedev.place
mastodon 4.7.3
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Atmospherics Lead @ Guerrilla (Amsterdam). Working on the real-time volumetric voxel cloud system for the Horizon franchise games. Huge Nerd. 🙂

(To get it out of the way) What I say here on Mastodon doesn't reflect the views of Guerrilla or Sony.

http://www.schneidervfx.com

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2 Posts
Joined November 06, 2022
Open post
Andrew Schneider 📦🌩️ @AndrewSchneider@mastodon.gamedev.place
· 39mo ago

Here are a few curated examples of the new volumetric voxel cloud renderer that we at Guerrilla developed for Horizon Forbidden West: Burning Shores. This system was designed to function as a traditional volumetric skybox and an explorable high detail environment without any seams in between. It was a crazy undertaking that we completed the bulk of in less than half a year. A tech talk is in the works...
https://www.artstation.com/artwork/8bRy3q

Horizon Forbidden West: Burning Shores - Immersive Voxel-Based Clouds , Andrew Schneider
ArtStation

Horizon Forbidden West: Burning Shores - Immersive Voxel-Based Clouds , Andrew Schneider

I was involved in the development of a Voxel-Based Cloud renderer and modeling system for Horizon Forbidden West: Burning Shores. This system needed to produce clouds that could work when viewed from the ground as well as from the air. Here are a few examples of this. This work was completed in collaboration with Nathan Vos, Hugh Malan and James McLaren in the tech code team. Team: Atmospherics Additional Support: Nathan Vos, Hugh Malan and James McLaren Project Art Director: Misja Baas ©2

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Andrew Schneider 📦🌩️ @AndrewSchneider@mastodon.gamedev.place
· 41mo ago
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@textfiles@mastodon.archive.org awesome!
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