A reel showcasing The Somme, far from the front line, whose level art and lighting I was primarily responsible for in the 2018 game 11-11: Memories Retold. Polish, asset creation, and support from the rest of the art team. The Somme is a large open space which makes it really difficult to optimise, we experimented a lot with different batching and culling techniques. In the end, an aggressive distance culling system using unity's layers worked well, disguised by the painterly effect. We took care to research the way units were buried, the types of headstones you were likely to see, and how they were laid out.