To achieve the art style for Project Santo, we needed to build out a custom lighting system for the Cel Shaded Characters.
I built out two master materials, one for cel shaded assets, and one for outline mesh assets, as well as custom light blueprints for lights that affect both the environment and any cel shaded assets (mostly characters). With the help of tools engineers, we also streamlined the inverse hull outline mesh creation process to just a few mouse clicks in engine.
Along with this, I prototyped a tracking system in blueprint for cel shaded assets. This allowed characters, destructible assets, and other cel shaded assets to track custom cel shading lights within the scene, check for things like occlusion, and update the assets' materials to create a versatile, cel shaded look. In collaboration with Graphics engineers, we were able to streamline the prototyped tracking system to work faster across networked play