Eco is a multiplayer online game that simulates a virtual ecosystem, allowing players to collaboratively build a civilization while managing finite resources and avoiding environmental damage. The game's premise is to create a sustainable society in a virtual world with a finite ecosystem, where players must balance their needs with the impact on the environment.
For Eco I did a lot of lower level graphics and performance/optimisation stuff, as well as managing DevOps and game services. You can see a developer stream that mentions some of the most recent performance stuff I worked on here: https://www.youtube.com/watch?v=U4ZjaTdPwQ4
The terrain meshes are generated using burst jobs and systems. I implemented terrain lodding using different block meshes and a grouping the chunks into a kind of HLOD to reduce draw calls.