Desolate Cosmos was a side project I did to specifically learn some tech art techniques and how to optimize performance for Unreal 4. Work was in LODs, HLODs, proxy meshes, cubemaps for reflections, level streaming, custom materials, custom skyboxes, working with game A.I., and a lot of just general perf tuning.

Created in Unreal 4.

Most of the assets were from the Unreal store, but then I spent a significant amount of time optimizing them. In some cases that meant creating LODs and setting the lowest LOD to something higher than LOD0. In many cases the highest quality mesh was indistinguishable from the LODs. The process for much of the other optimization was the same. I detailed all of the optimizations in my Post Mortem.

Post-mortem discussing techniques

GameJolt download