Squad is a tactical FPS that provides authentic combat experiences through teamwork, constant communication, and gameplay. It bridges the large gap between arcade shooter and military simulation with 100 player battles, combined arms combat, base building, and a great integrated VoIP system.
My work on SQUAD started as technical game design, but quickly evolved to something bigger, as I started supporting art and level design with technical art.
Here are the results of some of that work.
Character shading: skin and eyes
These were some of the most interesting shaders I created for SQUAD. The skin material is based on real world 3D-scanned data, which allowed for the generation of texture channels, such as roughness maps, normal maps, and a custom sub-surface map on Substance Painter.
The eye material was designed to be flexible. Character artists were able to adjust not only the iris color but also its size, pupil size and sclera brightness.
Both skin and eye materials render subsurface scattering so intense light can penetrate the material and spread, resulting in a more realistic look and feel.