I was co-designer (and minorly, developer) of Pseudo Interactive's proprietary node-based shader editor. This "Time of Day" level marked the first time the shader editor had been rolled out to team. All of the shaders used on the meshes in this level were either created by me or under my supervision.
One of my main responsibilities during this period was to instruct the team, not just in the use of the shader editor, but in creating content for specialized shaders, and even how to write shaders on their own.
The premise was to create a small level in which to test a new art style under different lighting conditions. We had a new lighting artist for this project, Nezam Jinnah, who really knocked it out of the park.
These images were captured from Xbox 360.


