I was initially responsible for a a bunch of level set dressings on Max Ammo. This task derailed into numerous tasks next to modelling, texturing, animation, integration and placing with effects and lighting. I was heavily involved with performance and project structure optimizations as well as creating scripts, shaders and workflows to use in the project and levels. On the shader side, some nice visual achievement were made with fake GI on characters, fake volumetric lights in form of additive cards and scrollable texture effects. Dynamically batched background animations and event triggers helped make some levels come to life even on low-end mobile devices of the time (iphone 4, ipad 2). I also created a set of weapon effects that unfortunately never made it into the softlaunch release.