A few of the tools/materials I set up for Remnant 2. My role as an environment art lead let me dip my toes in lots of different areas, and these are a few I remembered to grab video of. Big thanks to Colin Post and Shaun Brahmsteadt for their direction and guidance.
I got to re-do the glowy golden door material from Remnant 1, was fun exploring what it might look like. Basically just a few scrolling masks and bump offset.
Physics based hanging lanterns. Ended up making the electric lights breakables as well.
Localized Volumetric Fog BP/material. We needed a cheap smoke for the Burning City to prevent excessive overdraw from VFX, but ended up adding functionality to use it across the whole game (followed/combined a few great tutorials to make the material)
A tool to help speed up some of the time consuming tasks when worldbuilding. This ended up not being the most performant of options since it used hard references at first, so we changed how it worked a bit (thanks Cort)