At Decoy Games, I was a Senior Engineer & Graphics Programmer where I
Rendering
- Developed rendering features
- Developed a non photorealistic shader to render characters in DOTS with
- procedural rim lighting
- emission blending
- gradient ramping to achieve visual target
- Developed custom post processing effects (bloom, screen space outlines, etc) to target specific rendering layers without affecting everything universally
- Developed and implemented concepted VFX created by the art team with a custom architecture to maintain particle count efficiency and throughput
- Developed a non photorealistic shader to render characters in DOTS with
Maintenance
- Planned low level archithecture for efficient memory usage
- Added initial set of unit tests to ensure build stability
- Standardized usage of C# source generators/analyzers to provide static analysis
- Analyzed project wide performance of runtime/resource usage to identify regressions to address in future sprints
Custom Tooling
- Developed workflows for the Art team(s) using UI Toolkit/Yoga & Unity ImGui
- Optimized animation pipeline by splitting workload of animation processing onto multiple threads bringing processing time from 4 hrs to 3 minutes for 300,000 animation curves
- Created a bulk importer for the character team to
- Quickly import a large number of characters
- Assign the correct shader + texture combinations to each part of the character
- Automate import settings through a custom Scriptable Import Pipeline
- Developed a custom animation timeline allowing the Art team to bind gameplay logic events to animations separately from animation clips
- Allows multiple artists to edit timelines and add events safely avoiding complicated merge conflicts
Team Growth
- Mentored more junior devs in thinking about Data Oriented Design & being performance aware of the code they write
- Explained technical limitations for visual features desired by the team