Goal:
Make and release a game, made in a custom cross-platform (PC & PS5) engine.
Project Started:
Spring - Summer 2023
Time Bounds:
8 weeks
Team Size:
18 teammates, 8 programmers, 4 graphics programmers: 2 DX12, 2 PS5
My Role:
DX12 graphics programmer, VFX, procedural animations, cut-scenes, gameplay
Game:
https://buas.itch.io/hellbound
My Contribution:
Contribution Gallery:
Inspired by the bloom effect in Unity.
I created downsampling, tent filter upsampling, blur, tone mapping, and additive blending shaders.
Sorts all blending elements for the proper render order
Works simultaneously for models, sprites, and particles
Works for arms with any number of joints of custom sizes
Can select a part of the arm, affected by the IK
Can bind custom meshes for each joint
Works in local space so can be attached to any object
Was used for the Boss movement
Colors for monochromacy and threshold, line thickness, etc. can be tweaked
The area, in which shaders are applied is custom for a smooth transition
Was used for the player's death
The extended version of the shader is used for the rage mode
Can be tweaked through ImGui
Works for models with animated textures, sprites, and particles
Switches materials for the hierarchy runtime
Smoothly blends the environment in front of the player, using material factors of GLTF
Uses fake physics with accelerations based on weight, initial velocity, gravity
Intro, level transition, and outro
All are made by me using engine features to highlight them
Event execution on input
Custom tasks based on the input device
Slow motion
Works for models and sprites
About this Portfolio
Welcome to my portfolio website! I'm Andrei Bazzaev, a game developer and graphics programmer. Check out my projects and other parts of my portfolio to see my skills and experience.
I'm currently seeking an internship, so feel free to contact me with any opportunities. Thank you for visiting!
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