Working at ATI Research, Inc.
The Ruby franchise was an ongoing ATI demo series. Whiteout used a variety of new techniques including offset mapped refraction, animated wrinkle maps, procedural snow, and GPU fur and particles.
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I painted facial targets for wrinkle animations and sculpted normal maps. I developed shaders for many materials, snow mountains, displacement shader for ice, etc. I was also responsible for all lighting and shader visual consistency. This demo was in HDR, (or more bits of info than were visible on screen) so lighting was a bit of an art. This demo also used spherical harmonics to dynamically light moving characters emulating global illumination.
Again, working with programmers, I would get hooks for textures, and parameters I could adjust to get the desired visuals. This demo team was comprised of 3 graphics engineers and 3 artists.