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Not only it allows you to come up with the right atmosphere and mood but it also helps the player to navigate the map. Lighting is definitely one of the key areas of arena creation. When working on a map, one has to solve plenty of tasks related to visuals, gameplay, and tech - all at the same time. Kirill Tokarev: Could you tell us a bit about the way you’ve been working with maps in general? How important are shadows for good visuals? How do Shadow Maps help you enchain the look of the project? We did optimization for mobile GPUs (replaced depth prepass with reading depth from tile memory on devices that have OpenGL extension ARM_shader_framebuffer_fetch_depth_stencil) and implemented decals using this technique. Later we discontinued the work on deferred render, but by that time the game already had depth prepass (we added it for soft particles), and another render programmer suggested using it to implement decals. He and another render programmer made this feature during Blitz UP - this is the name of the quarterly internal event in our studio, during which all project programmers can devote one working week to their ideas. Having an almost fully working deferred render, he suggested implementing tank tracks using deferred decals. More than a year ago, one of our render programmers was working on a deferred render prototype for World of Tanks Blitz. The story of these features’ creation is interesting: although the shell hit marks are undoubtedly more valuable for the game, it all started with tank track marks. Instead, we draw a shadow volume mesh (the artists model it for every tank so that we can use the shadow volumes technique mentioned above) with a stencil test.
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Could you tell us a bit about the way your team decided to optimize it? How do you make it run on such a tiny platform like a smartphone? Kirill Tokarev: Running such a stunningly beautiful game on mobile must be incredibly difficult.
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