I realized that I never uploaded this: My thesis project while in grad school, worked on from ~8/2018 - 5/2019.
During previous team projects, I began realizing how difficult it can be for multiple artists to author different assets under a consistent style - especially when that style is not focused on realism. Often, it was easy to tell which artists created which meshes and textures. Therefore, I wanted to try and create a system which relied on very few unique textures and meshes, and instead utilized material properties to use these textures and meshes in a wide variety of ways to create visually different environments.
Materials were authored using only the Base Color, Emissive, and World Displacement inputs (or Refraction for translucent objects).
For more info (I'll update this page more eventually...):
http://www.isabelgrayce.com/thesis.html
Thesis: Marsh
Thesis: Crystal
Thesis: Fire
Thesis: Playthrough