Unannounced title
Built the first prototype and its core systems: physics-based structure building on 2D physics, graph pathfinding that updates as the world changes, and a job management system for game actors.
2D radiance-cascade global illumination, moved into a deferred lighting path on Unity's Render Graph. Light shafts, normal-mapped sprites, soft shadows and projected sprite shadows. Custom lighting, fullscreen and sprite shaders in HLSL and Shader Graph.
Multithreaded pathfinding and actor jobs. Emergent hazard simulations: gas and smoke, particle-based fluids, collapsing terrain and debris, and tremors.
Cut a fullscreen GPU pass from 2.2 ms to under 0.4 ms and saved 2–3 ms on a lighting shader. Reduced draw calls and overdraw, and removed CPU spikes by moving heavy work onto jobs and off the main thread.
Sandbox tools for testing simulations, a play-mode light-authoring window, character rig and character-creator tools, and GPU profiling workflows using RenderDoc and PIX.