My image features two adventurers fleeing from a horde of skeletons. It was largely inspired by Diablo II, a video game I played as a kid. I implemented a deferred renderer with a G-buffer consisting of base color, surface normals, positions, roughness, and metallic parameters. All lighting is performed as a post-process using the Epic BRDF shader. The scene consists of an image-based lighting source, a directional light that casts soft shadows, and five point lights that were hand-placed to improve the aesthetic quality of the image. The background uses a cloud texture I authored in photoshop and the foreground is additively-blended into the scene to create the fire and god-ray effects. I modeled and UV-mapped the rocks in the distance using Maya and textured them with a rock texture I found online. The other assets were posed and exported from Daz Studio. One cool thing about the shadow mapping is that it uses the summed-area variance shadow mapping technique from GPU Gems 3.