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Wayfinder: Housing | Tech Art

I got to work with the housing team to set up placement materials for the housing editing mode. Rather than use a full screen post process effect, I stole a page from Riot's book and set up translucent boxes around the housing assets with a custom depth based outline material, and enabled/disabled this based on the assets' placement statement (which our housing programmer exposed to me). To keep artists from needing to manually set up these every time, I use the combined meshes' bounds and rotations to adjust the size, rotation, and location of the outline boxes. Working with Unreal's rotations, and the way this offsets local bounds, is not a particularly fun process, but we got there in the end.
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Additional props, worldbuilding, and lighting shown were created through a combination of all of our fantastic artists, including Jesse Carpenter, John Stamos, Vincent Gros, Ranko Prozo, Romain Durand, Jasmin Hebezai-Fekri, and Tristan Faure. Concepts were primarily done by Baldi Konijin, Virginia Critchfield, Philip Karlov, Ludo Lullabi. Additional art assets were created by Dragonfly Studio, GFactory, and Vsquad. Everything was a team effort!

https://www.artstation.com/romaindurand
https://www.artstation.com/jessecarpenter
https://www.artstation.com/jstamos
https://www.artstation.com/vincentgros
https://www.artstation.com/rankoprozo
https://www.artstation.com/curlscurly
https://www.artstation.com/fauretristan
https://www.artstation.com/baldi-konijn
https://www.artstation.com/ludolullabi
https://www.artstation.com/vsquadstudio

The housing placement interface in-game

A visualization of how the outline cubes fit the collection of meshes in each blueprint as they are updated