Eldavar – RTS




Eldavar, my second game project at TGA. We had 10 weeks.

My contribution:

  • Terrain shading; GGX, tri-planar splat mapping, flowing rivers and waterfalls, parallax mapping of detail textures, fog, cloud shadows.
  • Basic GGX shader for units.
  • Some terrain and all special texture work.
  • Zbrush detail passes on heightmap.
  • Art and Level design support.
  • Tweak and fix broken assets.


Special limitations:

  • Texture based splat mapping – no vertex paint, rivers had to be same mesh as terrain.


Special note:

  • Cloud shadows though working, where cut, when we realized we didn’t have time to implement shadows elsewhere.