For a deeper dive on this system, see:
The Holotable system was used for planet hopping. The player was able to not only see the planets, but also the planet surface while looking on the table. This system hooked into the Tech. Design system for the seamless planet hopping.
When I was brought aboard, the map was only an After Effects video and a few documents existed. I was in charge of making the map a reality. I led the Look Development and Implementation stage, creating many of the systems in Unreal's visual scripting Blueprints. Responsible for the conception and creation of the Automated Pipeline used for converting in-game level geometry to map geometry. I also was in charge of technical design for creating the Blueprint side of the World Map System.
Wesley Griffith - Mantis Interior
Kevin Duong - Mantis Interior
Hansoo Im - Mantis Lighting