All case studies

FIG. CASE STUDY

Triskell Interactive

Procedural terrain, custom lighting shaders and optimisation for a flagship title

Tech Art · Shader Author · Optimisation

2023-2024

  • Procedural
  • Shaders
  • Lighting
  • Optimisation
  • Custom Render Pipeline
Triskell Interactive hero

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.
Theos: Cities of Myth, a modern tribute to the golden age of city-builders.

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