All case studies
FIG. CASE STUDY
Triskell Interactive
Procedural terrain, custom lighting shaders and optimisation for a flagship title
The challenge
Triskell Interactive needed a terrain that could scale from intimate scenes to wide vistas, a lighting model that matched the art direction, and a frame budget that left room for gameplay systems on the same platforms.
What we did
- Procedural terrain system built around the team’s content tools, with generation, streaming and LOD authored end-to-end.
- Custom lighting shaders to capture the specific look the art direction set, without losing performance on mid-range hardware.
- Custom RenderPipeline to match the retro aesthetics of old school city builder, while using modern rendering API.
- Optimisation passes across the rendering pipeline: draw call consolidation, shader variant reduction, GPU instancing where it paid off.