Within 3,5 years of development with more than 15 colleagues, I worked on various aspects of the game as a Technical Artist and Developer, working closely with developers and artists.
I contributed extensively to the game's programming aspects, specifically in UI development, puzzles, and interactables
Additionally, implemented user configurations for key bindings and graphics settings. Collaborating closely with fellow developers, I provided support in debugging and performance improvements, ensuring smooth and immersive gameplay.
As a Technical Artist and Developer, I undertook the responsibility of creating and implementing tools to enhance the development process. I developed a command-line interface (CLI) application that validated animations, ensuring their integrity by detecting missing events, and animations.
Another notable contribution was the creation of a Level Validator, a tool that checks for potential mistakes in the game's levels and enabled designers to apply auto-fixes. Furthermore, I designed and implemented several editor extensions tailored to specific classes, facilitating the work of designers.
To maintain the distinctive stylized look of Stygian: Reign of the Old Ones, I dedicated significant effort to shader development. Working closely with the art team, I crafted custom shaders for characters and environments, ensuring their visual cohesion with the game's overall aesthetic.
Furthermore, I created a specialized 2D fog shader to seamlessly blend with the 2D environment without overlapping. Multiple post-process effects were also developed to enhance different scenes, and I designed various shaders for special effects using blit techniques. Through these contributions, I added depth and visual richness to the game world.
Textures & Animations
Recognizing the importance of technical collaboration with the art team, I provided support and technical expertise in texturing. By combining my knowledge of the game's requirements with the art team's vision, I created multiple textures for visual effects, enhancing the overall visual fidelity of the game.
Additionally, I collaborated closely with animators to resolve any animation-related issues and ensured the seamless integration of technical finesse by creating rigs and animations for multiple characters.
I actively contributed to the development process beyond programming and artistic tasks. Working closely with the development team, I created a custom bug reporting system during beta testing, streamlining the reporting process and facilitating prompt bug resolution.
Additionally, I led the team in implementing and managing source control, effectively addressing and resolving any git-related issues that arose during development.