Catstronaut
Project Specifics
Context: TGA project #6 (Third person)
Reference game: Super Mario 64
Time: 15 Weeks (half-time)
Team size: 21 People
Engine: Custom DX11 Engine
My Contributions
- Player camera
- Graphics engine maintenance
- Double buffered rendering
- Depth fade shader effect
- Particle curl noise
- Shadowmapping polish
- Entity drop shadows
- Particle system improvements
- Particle editor improvements
- SG and TA Pipelines
Trailer
Gameplay
Personal Highlights
Graphics Engine
Just like in Spite: Equilibrium, I was mostly responsible for maintaining our graphics engine.
Here are some miscelaneous things I’ve worked on:
- 1:1 Unreal decal import
- Helped with shadowmapping of our tesselated landscapes
- LUT filter support as requested by our artists.
- Depth fade shader effect for our clouds and water
- Double Buffered Rendering
Player Camera
With Super Mario Odysseys player camera as reference, I created our camera to be as accurate to Odyssey as possible. This also had me working with PhysX to perfect how the camera interacts with the world.
Video shows PhysX collisions, idle camera angle correction, player rotating around camera and lastly some prediction when moving horizontally.
Entity Drop Shadows
Using separate higher quality shadowmaps, I added support for drop shadows in our cascading shadowmaps, allowing environmental objects to cast directional shadows while gameplay objects have drop shadows.
I use raycasts to prevent the drop shadow from projecting through floors.
Compute Shader Particles
I farther built upon our particle system, adding many new options, most notably curl noise and soft particles. I implemented my GPU particle system from my specialization, allowing our technical artists much greater freedom when creating particle effects.
ImGui Tools
I helped other disciplines iterate faster on things like shaders and player camera variables using ImGui tools, even allowing for it to be saved and then automatically loaded in, saving precious time for everyone.
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.