I was more of a tech monkey on this project, working behind the scenes to keep the game performant on multiple skus. That often meant working in the UE4 engine to reduce draw calls, streamline materials, enable shadow proxies, distance culling and a million other things to keep things running at 60 fps on the higher powered skus, and 30 on the weaker platforms (though Switch was ultimately taken over by another team for scheduling reasons). I did do more to get some kind of real time grass working than I ever imagined...in SpeedTree...for the most part. Tons of talented artists, engineers, musicians, and designers on the team. A huge effort and I'm glad to see how well it came together.