Biel Rabasa Galan
Портфолио
The Seed Game Engine
A Game Engine fully coded in C++ and the rendering library OpenGL. My principal implementations: - Complete Render Pipeline - Game Object and Component system - Data importing (textures & meshes) - Shader Pipeline & Editor
Tech Art Analysis of the game “The Forest”
De-compiling the game for a deep analysis of its technical art techniques for optimisation: - Extracted all Textures & Meshes and analysed its use and optimisation techniques. - Dissected all GPU profiling with RenderDoc and tested the rendering pipeline. - Investigated the scene loading trouble in openworld videogames. - Learned new memory optimisation tools and techniques.
Procedural Generation Tool for the Unity Engine
A procedural generation tool for the WFC algorithm coded inside the Unity Engine. A modular tool made for artists to create procedurally generated structures with simple rules. - Developed a Unity Engine tool for procedural generation in 3D grids. - Designed a robust code architecture to support long-term development. - Optimised memory usage via flags & bitwise operations. - Deepened the knowledge in Tooling, UI, memory & data management.
