Character Lighting – The Lord Of The Rings: War In The North

The lighting in the Snowblind engine was separate from the environments. I set up all the lighting for the game with multiple zones in each level. I also lit the cinematics and conversations. In addition to implementation of lighting, I also took a large role in designing the lighting system, suggesting features, developing techniques, and […]

Cinematic System – The Lord Of The Rings: War In The North

The cinematic system was designed by me and James Ross from the ground up. It was started with the mandate that there would not be support for a cinematic tool. So we figured out how to make 3DSMax our cinematic tool. The system had to allow for character customization and multiple weapon types. One huge […]

Procedural Conversation System – The Lord Of The Rings: War In The North

One of my favorite accomplishments in WITN is the procedural conversation system. James Ross, a brilliant engineer, and I designed, tested, and implemented the system. The game had hundreds of conversations, delivering over 10,000 lines of dialogue. In addition, the team had virtually no resources to dedicate to the conversations.   The conversation system was […]

Character Materials – The Lord Of The Rings: War In The North

  I designed the material structure for all characters in the game. In essence the system allowed artists to customize the shader to adapt to the needs of the character, and then it overlaid another shader containing the procedural “status effects” of blood, water, frost, dirt/snow. Initially I had damage and wear hooked up to […]

Sever System – The Lord Of The Rings: War In The North

  Making characters sever properly turned out to be more complicated than I originally guessed. There were many issues to consider at early stages of the character creation. We learned by trial and error to organize our material IDs in an efficient layout to reduce draw calls.   Basically, we had to build 2 versions […]