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OVERVIEW

During my time at Turn 10 Studios, my primary focus was on shader development, material support, and performance optimization. Given that the core Tech Art team often consisted of just two people, I frequently took on a broad range of responsibilities across disciplines. Despite the lean team structure, I remained adaptable and proactive in addressing both technical and artistic challenges.

Below are my key contributions to the team:

  • Designed and implemented a studio-wide shader material workflow to meet both performance and visual targets. This included consolidating and optimizing shaders, transitioning to HLSL-based implementations, expanding material functionality, and reducing unique texture usage.

  • Optimized 29 large-scale environments to meet a 16.67 ms GPU render budget by driving shader improvements, introducing efficient distant vegetation solutions, refining streaming markup, and calibrating level-of-detail (LOD) settings.

  • Enhanced visual fidelity and realism across the game, including lakes, rivers, vegetation, road surfaces, terrain, character driver suit, and visual effects.

  • Collaborated closely with rendering engineers to bridge technical constraints and artistic goals. Utilized GPU performance capture tools to analyze bottlenecks and effectively communicate hardware and software limitations to the art team.

  • Developed workflows and tools to enhance content creation efficiency, including a terrain mask capture pipeline, a script for identifying underutilized assets, and automation scripts for large-scale content updates.

We shipped 20 tracks at launch after a two-year production cycle that included a shutdown period, followed by 10 additional tracks within the first year post-launch. Each track features a 24-hour dynamic time-of-day system and 22 unique weather presets.

I witnessed the project evolve from a chaotic start to a well-structured pipeline, as the team transformed an underwhelming launch into a respected title within a year. I contributed to 1,195 bugs and work items, consistently helping to address unresolved issues. I'm proud to have been part of the team driving continuous improvement.

This is the newest track we delivered: 

© 2025 - ZHENGYU YE

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