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Park Beyond Technical Art

Park Beyond relies on SSR for reflections. To avoid the typical SSR fade out at the edges of the screen, I distorted the reflections to fill the empty area. The result isn't physically corrrect, but a more pleasing image.

Park Beyond relies on SSR for reflections. To avoid the typical SSR fade out at the edges of the screen, I distorted the reflections to fill the empty area. The result isn't physically corrrect, but a more pleasing image.

Another change to the SSR: There were often issues with objects in the foreground reflected in the sea in the background, causing noticeable artifacts. To fix this, I added a relative depth threshold to the original implementation.

Another change to the SSR: There were often issues with objects in the foreground reflected in the sea in the background, causing noticeable artifacts. To fix this, I added a relative depth threshold to the original implementation.

Park Beyond Technical Art

I had the pleasure to work on a lot of technical art challenges for the Park Beyond game.
I worked on this project over the full development cycle from pre-production to post-release support. Especially the performance was a challenge on this project, just because of the sheer number of characters and objects that can be present in a bigger park.
A big thank you to my fellow tech artists at Limbic Entertainment who supported the project on its final meters.