This entry consists of several components.
In addition to the entries here I created the animated post processing used as a background for ech of these maps, as well as on the pause menu and some other menus, as well as other UI support for other 3D or post process needs.
On the world map, i put together the selection highlight shader, selectable text shader and outlines, and the fogging out of undiscovered areas on the world map. Credit to Max Davenport for the concept art used on the world map and icons.
On the area maps, while I had a nice base to work on, I completely revisited the post process to update the look to appear like lit parchment instead of the sci-fi hologram we had in borderlands 3. We sill have a fade from dark to light based on height and a color shift when fog of war is discovered, though these effects are also polished and updated too, as are how we process outlines and how the map affects the post process shader. This is mainly seen in the new outline and compass lines effect. I even modeled a new player arrow and adjusted many icons to fit into the map's context. Credit to Ryan Smith for the original post process effect and tech behind the fog-of-war system.
A video showing the map in action