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
- Detail normals
- Level of Detail
- Shadow mapping improvements
- Video player (unused :c)
- Simplifying shader pipeline
- Post process pipeline
- Frustrum culling
- Multiple directional light support
- Multiple material support
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 nuts.