My major role was to create innovative techniques and solutions due to certain limitations of the new rendering engine which was Directx11. The aim was to replicate a production flow that would allow the groups assets
to transition smoothly and allow me to fulfil my specialised roles within look development, lighting, shading network, rendering and compositing. I had to manually develop a shading network that replicated the required
render passes which were diffuse, specular, ambient occlusion, shadow, id and depth and assigned them separately to its own render layer. These passed were then combined using the compositing application Nuke.