As promised, here’s a quick sneak peak at the improved instancing / spawning system. Granted this is a VERY quickly produced environment (done in about 10 minutes), and only includes a single tree type and very simple ‘planar’ grass (which looks pretty bad), but you can get the gist of the idea I think…
I am a specialist at game & technical design, specifically working as a liaison between management / publishers and the production requirements of both the technical & artistic teams during production. I have directly produced and overseen the implementation of several commercially used game / middleware engines as well as shipped commercial titles and 'serious games' simulations. Currently the CTO at Helios Interactive, previously I was the CEO / Studio Head at Vancouver-based developer Gekido Design Group.