Time Ghost




Reference image from official Unity production released materials.
Contributed to the Time Ghost demo project as part of the team responsible for providing a significant portion of the environment-scanned assets, including vegetation, rocks, and high-resolution scan textures.
* Processed and refined scanned assets through model clean-up, re-topology, and geometry optimisation to achieve production-ready results.
* Worked through the PBR texture workflow, processing and preparing scanned texture data for physically based rendering.
* Refined organic scan assets while preserving their natural surface detail and material characteristics.
* Delivered high-fidelity, cinematic-ready assets suitable for real-time rendering and high-quality visual presentation in the environment.
Working alongside a lot of talented artists and engineers, the final effect is absolutely teamwork.