I'm a game designer with the head of a programmer and the eyes of an artist, with a love of graphics, sculpting and painting mixed against a technical fascination with coding, languages and systems. My finest art/tech collision resulted in the creation of Aartform Curvy 3D, a fast and easy sculpting program for PC. I have also worked on effects and rendering for XBox (ala Lionhead/Intrepid) and Mobile devices - including winning a BAFTA for Colin McRae 2005 while at Ideaworks3D. I've been writing my own engines for years now and recently had the chance to develop a whole Indie game which is now selling merrily on the likes of Steam and Impulse. Strangely the published game has the simplest engine of any I have written! I am now developing for Aartform Games, designing a hybrid game with a strong emphasis on an open data structure and lua driven plots. In my spare time I paint fantasy art.

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It's about a month since I left Saint (Where I did 90% of the work on a Sci-Fi Colony Game then got shafted by my partner) and I am happily working on a new indie title. And this time it's moddable! I've been busy making sure all my data sits pretty in csv and lua files for easy dev, and eventually... easy modding.

I've got my terrain engine up and running with an infinite light engine to add realtime spot effects. Multitexturing in DirectX shaders is absolutely insane - my current terrain shader has colour, bump and displacement mapping all blended over three materials, with extra textures for the lighting engine - all running fullscreen with no slowdown - I love pixel shaders!

Infinite Light Engine

The buildings are just a throw together mockup with no texturing yet, and certainly no logic to their placement - Spires are usually 100's miles apart and a town this size would be very lucky to have a city wall (even if it is bizzarely only protecting a single building).

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