Projects

FIFA 13 (PC / PS3 / XBox360) | UEFA EURO 2012 (PC / PS3 / XBox360) | FIFA Street (PS3 / XBox360) | Battle: Los Angeles (PC / PS3 / XBox360) | SkyFighter (PS3) | TerRover (PS3) | Hamster Ball (PS3) | Wakeboarding HD (PS3) | Mushroom Wars (PS3) | Digger HD (PS3) | Smash Cars (PS3) | Magic Ball (PS3) | Cuboid (PS3) | Mahjong Tales (PS3) | Unannounced action (PSP) | Flight simulator demo (PS3 / XBox360) | Aqua Teen Hunger Force (PS2) | Arcade racing (PC) |
Project: FIFA 13 (PC / PS3 / XBox360)
Date: Spring 2012 – Summer 2012
Company: Electronic Arts / Sperasoft
Status: shipped

  • Load-time lighting improvements (faster and better scheduled rendering, asynchronous DXT generation with platform-specific memory optimizations, render target pooling, lightmap packing)
  • Memory optimizations (massive code size savings (-10% compared to FIFA12), reduce memory high-water marks during loading, general optimizations)
  • Glare occlusion improvements (memory and performance optimizations, stability fixes)
  • GUI rendering optimizations (improved batching, faster dispatch, reduced stalls for glyph rendering)
  • Translucent shadow support via stippling




Project: UEFA EURO 2012 (PC / PS3 / XBox360)
Date: Winter 2011/2012
Company: Electronic Arts / Sperasoft
Status: shipped

  • Asset encryption support
  • Memory optimizations (reference cycles diagnostics for VM, general optimizations)
  • Bug fixing (deadlocks, race conditions, memory stomps)


Project: FIFA Street (PS3 / XBox360)
Date: Spring 2011 – Winter 2011/2012
Company: Electronic Arts / Sperasoft
Status: shipped

  • Load-time lighting generation (directional/point/spot lights, cascaded shadow maps, soft shadows with translucency, area light support, DXT compression)
  • Environment reflections (box-projected cubemap, cubemap generation, fast diffuse pre-convolution for character lighting)
  • 3D crowd rendering (instancing, vectorized culling and buffer generation, geometry LOD, load-time light baking)
  • SPU fragment shader patching (+ setup optimizations)
  • Miscellaneous effects (layered fog, projected shadows on walls, improved glare effect, transparency-related issues)
  • Memory, load time and frame time optimizations





Project: Battle: Los Angeles (PC / PS3 / XBox360)
Date: Autumn 2010 – Winter 2010/2011
Company: Saber Interactive
Status: shipped

  • Improved shader bytecode support (less memory and better memory layout, faster setup)
  • SPU port of several rendering subsystems (trails, decals, instanced object rendering)
  • SPU optimizations (culling, command buffer generation)
  • Various optimizations (better scheduling of parallel tasks, less GPU synchronization stalls, SPU post-processing optimizations, various code optimizations)
  • Solving various TRC issues




Project: SkyFighter (PS3)
Date: Winter 2009 – Autumn 2010
Company: CREAT Studios
Status: shipped

  • PPU optimizations (collision, rendering, game code)
  • Memory optimizations (shader code sharing and improved layout, mesh instancing)
  • Loading time optimizations


Project: TerRover (PS3)
Date: Winter 2009 – Autumn 2010
Company: CREAT Studios
Status: shipped

  • Box2D SPU port (SPU adaptation, optimizations, parallelization, complete broadphase rewrite)
  • PPU optimizations (game logic, replays, custom physics code, better parallelism, rendering, effects)
  • Level border shading


Project: Hamster Ball (PS3)
Date: Autumn 2009 – Spring 2010
Company: CREAT Studios
Status: shipped

  • Deferred shadows (cascaded shadow maps for directional lights, point light shadows)

Project: Wakeboarding HD (PS3)
Date: Winter 2008/2009 – Spring 2010
Company: CREAT Studios
Status: shipped

  • Animation system (animation trees, events, FSMs, blending, export)
  • Blend shapes runtime (+ optimized SPU code)
  • SPU occlusion culling (raster-based)
  • SPU postprocessing (detile, downsample)
  • SPU optimization (game rendering, skinned mesh bounds update)
  • Rendering optimizations (shader tuning, water optimization)
  • Mesh optimization tools (hierarchy simplification, skinned mesh splitter)
  • Memory optimization




Project: Mushroom Wars (PS3)
Date: Summer 2008 – Autumn 2009
Company: CREAT Studios
Status: shipped

  • Support for Maya particles (export/runtime, SPU optimizations)
  • Custom SPU code (animations optimization, fast sprite rendering)


Project: Digger HD (PS3)
Date: Spring 2009 – Autumn 2009
Company: CREAT Studios
Status: shipped

  • Dynamic lighting/shadows (deferred w/stencil masks for shadows)
  • Rendering optimizations


Project: Smash Cars (PS3)
Date: Summer 2008 – Summer 2009
Company: CREAT Studios
Status: shipped

  • Maya plugin for material authoring (ColladaFX-like)
  • SPU job scheduler
  • SPU command buffer generation
  • SPU batch culling/sorting
  • SPU particle update/rendering
  • Rendering optimizations (shader/postfx tuning, etc.)
  • Shadows (perspective shadow maps)



Project: Magic Ball (PS3)
Date: Spring 2008 – Winter 2008/2009
Company: CREAT Studios
Status: shipped

  • Art pipeline support
  • Water effect (reflections, caustics, lighting)
  • Shadows (uniform shadow maps, HW PCF)
  • Geometry instancing support (used for grass effect)
  • Particles optimization
  • Rendering optimizations (lighting, water, PS3 shader setup, etc.)
  • Solving various TRC issues (TV-safe area, background loading, etc.)



Project: Cuboid (PS3)
Date: Summer 2008 – Winter 2008/2009
Company: CREAT Studios
Status: shipped

  • Engine development & support
  • SPU fragment shader patching

Project: Mahjong Tales: Ancient Wisdom (PS3)
Date: Spring 2008 – Autumn 2008
Company: Lesta Studio, CREAT Studios
Status: shipped

  • Engine development & support

Project: Unannounced action (PSP)
Date: Winter 2007/2008 – Sprint 2008
Company: CREAT Studios
Status: cancelled

  • Graphics runtime (render targets, GPU profiler)
  • Graphics export (textures, geometry w/skinning for arbitrary bone count)
  • Particles optimization (hand-optimized VFPU code)
Project: Flight simulator demo (PS3 / XBox360)
Date: Summer 2007 – Winter 2007/2008
Company: CREAT Studios
Status: completed

  • COLLADA-based asset pipeline development & support
  • PS3 / XBox360 graphics (render targets, shader subsystem, texture export, various optimizations)
  • PS3 / XBox360 math optimization
  • Aircraft shading (Blinn lighting, environment mapping with Fresnel effect)
  • Shadows (uniform shadow maps, PCF with screen-space blur)
  • Particle renderer (used for particle effects and clouds)
  • IZ3D stereo mode implementation



Project: Aqua Teen Hunger Force (PS2)
Date: Spring 2007
Company: CREAT Studios
Status: shipped

  • Game code (enemy AI)

Project: Arcade sci-fi racing/fighting game (PC)
Date: Spring 2004 – Summer 2004
Status: cancelled

  • Graphics programming (lightmapping, per-vertex lighting for dynamic objects, stencil shadows)
  • ODE-powered physics (OBB-based, level is approximated by OBBs in 3dsmax)
  • Sound integration (3d effects, music)
  • Game code (weapons, shooting, waypoint AI)
  • Tools for artists (exporter for 3dsmax, model viewer)


One Response to Projects

  1. Pingback: Moving on | What your mother never told you about graphics development

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