This project focuses on the development of a road system used across all environments in the game. The work includes modular road and sidewalk meshes, in-game usage examples, and breakdowns illustrating how the system supported flexible layout and reuse across multiple levels.
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I was responsible for creating the modular road and sidewalk pieces and preparing them for use with the road tool authored by the technical art team. This involved defining sockets, snap points, and intersection variants to ensure accurate spline placement and seamless connections. I also provided ongoing feedback to the technical art team during development, which informed refinements to the final tool. Because the system relied on many modular elements working together, close attention was paid to scale, alignment, and consistency so that all pieces functioned reliably.
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I also set up the layered road material using vertex color masks to allow artists to paint wear, damage, and variation directly in-editor, while supporting additional modular detail pieces without added texture constraints. While Unreal’s Nanite does not support per-instance vertex color overrides, the workflow applied vertex color data directly to the source meshes, allowing the system to remain compatible with Nanite-enabled assets.
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The resulting road system supported rapid iteration, consistent visual quality, and performance at scale, and was deployed across all levels featuring asphalt roads.