Working on Star Wars : Hunters to bring AAA quality visuals to Android, iOS and Switch (and now PC). Some of my responsibilities included:
- Tight collaboration with art teams to realize their requirements in-engine.
- A focus on performance; creating isolated test scenarios to identify problem areas and allow for measurable iteration. In-depth analysis of performance data. Description and delegation of specific optimisation tasks for other teams.
- Low level optimisations to improve GPU throughput, synchronization and shader occupancy.
- Automated tooling for capturing all images for the store in editor, with a high degree of customisability, and combatible with all UI layouts due to additional framing logic.
- Iteration on a novel stylized shading model, including light masking, graduated shadows and rim lighting.
- Disk and runtime memory reductions, including compressed cubemaps and shader bytecode.
- Per API accommodations for Vulkan, Metal, DirectX and Switch
- Numerous Unreal modifications, deep dives, and bug fixes. Upgrading of our customized engine to newer versions
- Development of tools for cosmetics assessment & image captures, shader cache creation and asset validation.
- Providing feedback and documentation for junior programmers and new team members. Voicing innovate ideas for the games development and production & asset pipelines