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
Remote
Andrew Schneider 📦🌩️
@AndrewSchneider@mastodon.gamedev.place
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.
0 Followers
0 Following
2 Posts
Joined November 06, 2022
Open post