Isles Of Limbo
Sophomore Student Project
Team of 11 - Using Custom Engine
Roles: Graphics, Engine
OpenGL | C++ | C#
An action packed hack and slash featuring creative enemy designs, scenic ambience, and a wide move set to dispatch foes. Utilizes various visual techniques to achieve a pseudo-3D environment similar to older sprite based games like Diablo 1 and 2.
For this game, our team spent half the year building a custom engine to be used for it's development. Being the only team member with graphics experience, I was tasked with constructing the engine's render pipeline, along with a suite of graphical features. I also ended up contributing to various non-graphical back-end systems.
- Developed and optimized OpenGL render pipeline
- Overhauled particle system with instanced rendering and deterministic behavior, allowing ~10,000 particles per draw
- Integrated shader effects with a user friendly interface to empower artists with dynamic effects
- Built profiling toolset for finding bottlenecks and improving engine performance
- Implemented Spine 2D's C++ runtime library to run skeletal animations and utilize dense sprite packing
- Applied archetypal deserialization and runtime loading to reduce load times and memory costs