Pantheon Rift
Developed by Kyrie Studios
Pantheon Rift Prototype on Steam: https://store.steampowered.com/app/2904340/Pantheon_Rift_Prototype/

I joined Kyrie Studios January 2024 as a technical artist during the development of Pantheon Rift.
My responsibilities:
- Optimized levels using Unreal Engine's profiling tools to narrow down the problem.
- Organized assets under a master material. Simplified third party asset materials to have better speeds while maintaining its quality and made it respond to dynamic weather.
- Worked with others on the creation of the master material. I edited the material to be compatible with virtual textures and have options for subsurface and emissive maps.
- Debugging material related bugs. (Mostly foliage and transparency issues)
- Fixed landscape issues and converted to Nanite.
- Imported finished assets from the art team into engine and set up LODs for neccessary ones.
- VFX of an acid flask spill puddle with a niagara particle system and a decal.
- Assisted in removing snow from places that snow wouldn't land on.
Master Material
The master material was mostly already developed when I joined the team, I added compatibility with virtual textures and subsurface and emissive maps. I made material instances of the master material for every material except for vfx materials.
Acid Flask Spill

The acid spill decal is set so that the splatter looks different depending on where it is located. In the level, the player takes a flask and throws it at enemies to cause damage; having the decal change visually depending on the absolute location allows for variation in the spills. The level with this mechanic got cut from release, so this did not make it in the final build.

It takes two textures and interpolates one texture with the location of the decal according to another texture changing the intensity of the decal. It also creates subtle variations in the color.

