Tech

TAO - Scene Debug Viewer
A small debugging tool to draw the editor scene with replacement shaders. This can be helpful when blocking out a level or finding issues within the scene. Features User presets Shader and parameter configuration Included examples Base color Triplanar grid (lit and unlit) World and object space normals Overdraw UV checker GitHub

TAO - Vertex Animation
The vertex animation package is a solution with the goal of having thousands of units on screen at the same time, each one controlled by its own animation state. Project Details I worked on this project while I was part of the Tech Art Outsource team. This tool was build for project Castle, it’s a game where thousands of units are on the screen at the same time. To render all of these on screen they needed an effective solution. This project was already using Unity DOTS, so this was the perfect opportunity to get started with this and utilize the “performance by default” technology. Continue reading
TAO - Landscape Material
An interactive landscape material/shader for Unreal Engine 4. Project Details The shader was initially developed during the prototype phase for the game Til Nord. They needed a shader where the vehicle and other objects interact with the snow on the terrain. During development the shader got build into an generic landscape shader that could be used for all kinds of terrain types. This resulted in project Arid using it as well. Continue reading

TAO - Texture Combiner
A tool to quickly combine multiple textures into one. It is available for WebGL and Windows. This tool was made during development of the landscape shader. This shader used packed textures to reduce the amount of samples needed. In order to allow the end-users to quickly create their own packed textures I created this tool. Now anyone on the team can use the tool without having other photo manipulation software installed on their machine. Continue reading

Levis Umbra
An underground mining facility overrun by rogue AI. Levis Umbra offers to bring back the Stealth genre to its roots. We offer an experience entirely based on sneaking and stealth dynamics. Armed only with a hacking device, the protagonist will have to open a way deep inside the core of an underground mining factory, taken over by a defecting AI. Continue reading

UE4 - Analytics Prototype
This is an prototype of an basic analytics tool in UE4. The tool was used in Levis Umbra and allowed us to visualize the play-through of players who had played the game and submitted their data. Designers could visualize the steps and actions back in the UE4 editor. The tool has a simple API that allows for quick integration into existing blueprints. Continue reading

Crime Engine
Custom game engine made in C++ for the game Streamlined Mastermind. Project Details The concept for Streamlined Mastermind was made earlier, the idea was that we would create an engine where Streamlined Mastermind would be made in. Unfortunately we didn’t have enough time to build the engine into a production ready tool, the final game was made using an existing engine. Continue reading

MA_Parallaxing
A tool to setup parallaxing and culling for sprites in Unity. GitHub

Ray Tracer
A ray tracer made in C++ to learn about math, data structures, algorithms and of course ray tracing. It uses SFML to display the output. The math library is made by hand. Features Primitive shapes. Hard/soft shadows. Roughness. Phong shading. Reflection and refraction. (Prototype) sphere based acceleration structure. Directional and point lights. Project Details For this assignment we had to create our own math library and then build a ray tracer using it. The base course was focused on getting a basic understanding about ray tracing, light, math and optimizations. The extra course I followed was about path tracing, low level optimizations and building towards a real-time ray/path tracer. Continue reading