Mochi The Longest Tuesday
Mochi - The Longest Tuesday is my seventh game project at The Game Assembly and is heavily inspired by Jak & Daxter. As Spite - Plague Purge missed the deadline and some rendering features like post processing was necessary for both projects, there was a fair bit of overlap between the projects in terms of the graphics engine.
I was responsible for
- Skybox
- Shadow mapping improvements/fixes
- Transparency fixes
- Video player
- Detail normals
- Level of Detail
- Exposing parameters by Technical Artist requests
- Post process pipeline
- Rendering optimizations
- Multiple directional light support
- Debug rendering
I am particularly fond of the post process pipeline due to its simplicity. I managed to duct-tape the pipeline state object serialization with a declarative plain-text document where each line represents a drawcall with corresponding input/output texture parameters. It is quite flexible, and I managed to extract all previously hard-coded post process effects like bloom and luminescence. It truly granted technical artists the ability to go absolutely nuts.