Due to the requirement of high resolution 3D forest assets that are created by their art department, I have managed to develop a pipeline that is highly efficient in performing the following areas:
- Reducing the high poly count of these assets while keeping the look and feel of a high resolution 3D forests
- Create random placement and scaling of a selected set of vegetations on different parts of the track
- Develop a recycling memory system to reuse the track so that the game is optimised for the mobile platform with constantly high frame rate