Look Dev and Surfacing for the 'Grom at Night' vista. Tasked with developing highly optimized materials and emissive profiles to support a nighttime lighting scenario. Hand-textured the macro-vista mesh to ensure strong atmospheric composition and landmark readability while strictly adhering to background memory budgets. In-game, all materials were used at 256x256px resolution. All lighting effects are done with an additive translucent shader, no volumetric fog or realtime lights. I focused on reducing overdraw on the translucent glows through smart placement and tuned translucency values. Time-of-Day in skate is static so this vista was designed specifically for nighttime.