Project Chronos

 

Project Chronos is a Third-Person Game made by students at The Game Assembly.

The game plays in Monostein Engine, but the level editing is done in Unity and then exported out.

 

TRAILER COMING SOON

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Main Responsibilities 

 

Threading

To improve our performance and remove a bunch of technical debt built up in our engine from the previous project I implemented our multi-project threaded message solutions, the system is responsible for acting as a bridge between any number of projects carrying messages from one project to the other, In its ground it works as a two double buffers, one that read writes to the rendering engine, containing data such as assets file names to load and requests to claim model instances. the second queue is a queue that the rendering engine writes to with responses containing information such as calculated AABBs and animation data from loaded assets as well as Instance Ids so that the game can easily communicate updates to mode instances ready for rendering.

 
 
 

Animations

I updated our Animation systems adding in support for blending, data driven transitions, event triggers and bone based colliders. For more information on our animation systems click here.

 
 
 

Tooling

 

I updated the workflow for our asset viewer adding in file syncing that let us pull and push files between our asset viewer’s workbed and the game’s asset workbed, reducing the amount of time required to verify game ready assets and getting them in game. I also updated our animation file and editing tooling to incorporate the above sections changes, incl. creating custom ImGui editors for transitions and events.
For more info on the Asset Viewer and content creation tooling click here.

 
 
 

Rendering & Lighting Engine

 

I continued writing our Rendering Engine, optimising and fixing bugs with the system that were left over from the previous project, I also went through the engine and refactored a number of linked systems to ensure that they worked in similar patters, primarily our animated and static model rendering used very different rendering logic, aligning these made it much easier to optimise and discover small bugs with the system.

 
 
 

Post Processing Tooling

 

I Implemented and wrote a Post Processing tooling for our TAs using my ReNoder Specialisation project you can read about ReNoder here, and the Post-processing Editor here.

 
 

 
 

Project Details

 

Project

Project 7

 
 

Languages

C++ (Application), C# (WPF Launcher and log reader)

 

Production Time

14 Weeks halftime (20hr/week)

 

Genre

Third-Person

 
 

Team

 

Programmers

 

Level Designers

 

Technical Artists

 

Audio

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