Custom Engine.
My custom game engine was co-developed during my time at TGA, but I’ve spent over 2 years building and enhancing it. I’ve added features like instanced rendering, PBR shading, volumetric lighting, and model animations. The engine also includes PCF-filtered shadows, postprocessing effects, and integrates PhysX, FMOD, and RenderDoc. With tools like a content browser, VFX editor, and ECS, the engine is optimized for performance and modularity, making future updates seamless.
Instanced- multi pass rendering
Volumetric Clouds & Light
Deferred- PBR pipeline with Image Based Lighting
PCF filtered soft Shadows