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Impact Gameworks

Assistant Producer - Focus on Technical Design:

  • Designed and implemented a system for creating, displaying, and managing reflections in 2D space

  • Implemented a UI redesign for the central combat interface

  • Performed quality assurance locating, reproducing, and resolving bugs

  • Developed shaders for various visual effects

  • Implemented level metadata for collision, monster encounters, and treasure

A Tetris-inspired RPG adventure from Impact Gameworks.

Reflection System

My primary individual contribution to the project was the implementation of a system to display visual reflections in 2D space. This was achieved using a combination of sprite masking and shaders, along with scripts to manage the objects involved. The goals of this project were for it to be:

  • Flexible: Allow reflections to be used in a variety of scenarios with a variety of different shaders, even simultaneously

  • Easy to Implement: Designers and artists must be able to easily define a reflection mask and implement reflections with a single prefab

  • Expandable: Implementing additional reflection types or shader effects must be as simple as possible

Reflections.gif

Process

  1. I first worked on getting the basic technology in place. In this case, this involved learning about sprite masks, their limitations, and how to use them.

  2. Once I had a single reflection working, I examined the use cases for this system and the workflow it would be involved in.

  3. I identified that the ability to have both multiple reflected objects and multiple reflective surfaces in the same room was key. Additionally, the process to configure a new reflective object/surface should involve as few steps as possible.

  4. I then developed a set of scripts to allow designers and artists to implement a new reflective object/surface with a single component.

  5. Finally, I created documentation and example prefabs to allow for easy use and expansion of the system by others further down the line.

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