Frozenbyte's Starbase is a third person shooter MMO in space. Robots build their ships and craft minerals from asteroid fields. I worked on the gameplay side of game with some reconstruction device that could reconsruct the damaged robots. I also fixed some bugs along with the particles effects not following the objects in motion. I worked with the robot sprinting functionality and animation that is common for this kind of 3rd person games.
The programming language I used was C++. Learned for instance how the particle effects can have emissive particles and signal/delegate pattern optimization for code.
Other Featured Projects
Built With: PASSION
Fox Vulkan Path Tracer
This is my personal project where I worked with a Vulkan & C++ based forward path
tracer. I wanted to make a PBR workflow for my renderer and render beautiful images
in real-time to be able to make games with my renderer. Currently the renderer can
do following:
• render multiple different meshes from glTF 2.0 format and add them to an
acceleration structure to GPU.
• render shadows with ray queries for the scene
• render physically based lighting through BRDFs
• trace HDRI environment map from .hdr files to add realism
• render materials with textures for albedo, metallicity and roughness
Bugbear's Wreckfest
Wreckfest is a car game published by Bugbear. The cars crash making the metal bent
like death rally but without weapons. I worked as a graphics programmer trainee for
the project by fixing e.g. following things:
• BC5 compression to normal maps so the artifacts disappared from them
• I worked on some dirt map so the cars can get dirty in time
• billboarded instanced rendered clutter
• physically based rendering flows.
• motion blur post processing effect
RiverGames' Wheelie Racing
Wheelie Racing is a wheelie making game where bicycles do wheelies and have to stay
that way as long as possible as the bike goes on.
I worked on following things:
• some bug fixing for the game
• added leaderboards for both Android & iOS
• integrated AppsFlyer app tracking
• integrated Fyber adds
• In-App Purchases
• Flurry Anatlytics integration
Fox Vulkan Renderer
Fox Vulkan Renderer started as my own C++ and Vulkan project. I programmed 10 000 lines of code to
make a rasterizer renderer with also video playback abilities. Later I utilized efficient Claude AI to implement
editor UI and other cool features for it:
• Physically Based Shading simple objects like sphere and cube with materials
• Video editing for multiple layers with color animations and mask animations
• Keyframing animations for each object in any layer
• Post processing effects for the timeline
• Particle Effects to amaze ther viewer
