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About:
Info
This was my 8th and last project at The Game Assembly and features my best work during my time at the school.
Sky Traveller was nominated for best Tech in the Swedish Game Awards 2021.
C++, HLSL, DirectX11
Language & API's:
Primary Roles:
Engine/Graphics Programmer, Shader effects,
Tools.
Vertex Paint:
Our artists wanted more ways to make the environment much more detailed & believable and they requested for the implementation of vertex paint.
I programmed the systems and shaders as well as implemented a tool in our editor window for ways to select from multiple different textures and paint freely on any object for the desire look.
Example shown below.
Foliage:
Same as vertex paint our artists and designer wanted to give the world more life and detail and as foliage rendering is very similar to vertex paint (the data handling part) I delved into it to try and give our artists & designers as much freedom as possible with this tool.
Example shown below.
Vertex paint & Foliage
Fog:
With the game being set high up in the clouds I thought it made sense to add a fog/cloud effect for far away objects to give the feeling that clouds are blocking your view far away. This also gives us an advantage for culling objects making look much more cleaner. With this feature I implemented many values for our artists to play around to give the look they want.
SSAO:
Another feature our artists in the group wanted added as well and I can understand why. The depth SSAO adds to the world is impressive giving a much more immersive feel to it.
SSAO is made up by multiple randomly generated noise position values that we rotate depending on the surface normal and compare it's depth value with the other objects in the scene.
Example of how the environment looks with it on/off.
Effects
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