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Subsea Systems Interactive Presentation

Legacy work done back in 2015 of Subsea Systems Interactive Presentation. In terms of logic - typical setup, a combination of C++ code and blueprint scripting.
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Target: PC(Windows) \ Mobile (Android/iOS). Input - Keyboard\mouse and Touchscreen.
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I specifically did the in engine visuals, development and optimization and QA\QC.
In terms of visuals:
- creating material finishes
- light setup (Hybrid lighting, baking lighting + dynamic shadows\lights)
- setting up reflections and post process
- creating generic UI art
In terms of logic:
- developed C++ plugin
- created interactable actors and camera logic to support the expected features for this interactable
- Creating Async level load/unload system
- creating UI logic
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In terms of Optimization:
- disabling performance heavy visual features
- culling\merging\batching draw calls
- simplifying materials (switching to simpler shader models, decreasing amount of instructions)
- creasing the amount of textures used at once and the texture sizes
- Limiting LOD's
- Decreasing amount of actors ticking
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In terms of QA\QC:
- bug testing
- sensitivity calibration
- stress testing
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The 3d models were not created by me.