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

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