Spite: Drowned Souls

 

Spite: Drowned Souls is a ARPG 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.

 
 
 
 

Main Responsibilities 

 

Animations

I implemented and wrote our animation systems, utilizing Assimp to read the data in and writing our own systems to interpolate and pack the data to send to the GPU . The animation system is capable of supporting both Root and non-Root motion animations, Additive Skeleton Masking and object socketing. We used these systems allow our boss to rotate his head to aim at the player when doing his tounge attack. All equipment that the characters carry and interact with utilized the socketing system.

 
 
 

Tooling

 

I created an Asset viewer tool in which a user can view 3D models; static and animated, as well as set custom shaders on them. This was supported by a file watcher that would allow shaders to reload as they were edited to do real-time editing of rendered effects.
Additionally to this the Asset viewer served as the tool where we could test and author data for our more complex animation systems ( Item socketing, inclusive bone offsets and Additive Skeleton Masking).
For more info on the Asset Viewer and content creation tooling click here.

 
 
 

Rendering & Lighting Engine

 

I wrote the non-Gameplay related parts of the engine, consisting of the rendering and application data. Including windows handling, Models, Sprites, Text and Fullscreen effects using DX11.

I implemented our shadow rendering using a Shadow Atlas that gathered all the shadow data from directional lights, spot lights and point lights. This was then used to render the shadows using our deferred clustered lighting in a single fullscreen pass. The edges of the shadows were softened using PCF (link to Nvidias page on it). The shadows utilized our LoD System to cast shadows even for objects such as trees that that were ‘LoD’ed’ away when blocking the player; even having support for custom vertex shaders in order to create consistent dynamic shadow movements.

 
 
 

Post Processing

 

I Implemented and wrote our Post Processing effects consisting of; FXAA, SSAO, Colour grading (LUT), Bloom, Screen Fade, Vignette, Depth Based fog.

 
 

 
 

Project Details

 

Project

Project 6

 
 

Languages

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

 

Production Time

14 Weeks halftime (20hr/week)

 

Genre

ARPG

 
 

Team

 

Programmers

 

Level Designers

 

Technical Artists

 

Audio

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