R.O.S.E
For this project, our studio, Ink Inc, created our own game engine. We call it R.O.S.E.
I implemented post-process rendering effects such as Bloom, SSAO, etc.
I also built a post-process stack so that we could easily push and pop different post-process effects for rendering and made sure we could set individual settings for each scene in our model viewer based on the scene's name, allowing our graphic designers to independently decide the post-processing settings.
I implemented post-process rendering effects such as Bloom, SSAO, etc.
I also built a post-process stack so that we could easily push and pop different post-process effects for rendering and made sure we could set individual settings for each scene in our model viewer based on the scene's name, allowing our graphic designers to independently decide the post-processing settings.


Collision system
For the game, I implemented a basic collision system that handled three types of colliders. It included a collision manager with collision layers that
triggered events on enter, ongoing, and exit collision.
To make it more intuitive and a bit more optimized, we were able to assign a layer to the collider it existed on and one or more layers it should interact with.
triggered events on enter, ongoing, and exit collision.
To make it more intuitive and a bit more optimized, we were able to assign a layer to the collider it existed on and one or more layers it should interact with.
Steering NavMesh Agent.
I further developed our existing NavMesh agent and created a version for our enemies, enabling them to exhibit a simple flocking behavior while also considering the level's NavMesh.
This resulted in a more natural movement pattern when dealing with larger groups of enemies.
This resulted in a more natural movement pattern when dealing with larger groups of enemies.

More of my contributions.
Gameplay such as the player abilities functionality.
Three types of enemies gameplay such as combat behaviour, abilties and ranged attacks
all within the AI state machine.
all within the AI state machine.
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