Isles Of Limbo
Isles Of Limbo
Sophomore Student Project
Sophomore Student Project
Team of 11 - Using Custom Engine
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.
Key Contributions
Key Contributions
- 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
Team Credits
Team Credits
Producer
Producer
Dylan Pautler
Dylan Pautler
Audio
Audio
Jaden Abernathy
Jaden Abernathy
Programmers
Programmers
Dylan Pautler
Dylan Pautler
Austin Stead
Austin Stead
Jame Doolittle
Jame Doolittle
Artists
Artists
Amy Kim
Amy Kim
Josh Bechtol
Josh Bechtol
Anoop Herur-Ramam
Anoop Herur-Ramam
Blake Johnson
Blake Johnson
Sierra Keeser
Sierra Keeser
Designers
Designers
Barak Raz
Barak Raz
Casey Rogers
Casey Rogers