Blog

  • Descriptor Sets Management

    I’m writing the renderer for the Immersive open world RPG Tides of Revival. Here is a screenshot from the current version of the game. In today’s post I want to share my approach to GPU resource bindings. The DirectX 12 renderer for the game relies on bindless and HLSL 6.6 Dynamic Resources for almost all GPU…


  • UGC – Map Editor

    Introduction I was contracted by Scattershot as Senior Tech Artist to work on the User Generated Content (UGC) Tools for their competitive FPS title Project Athena. The UGC Tools were supposed to be a set of tools that would allow players to create maps, game modes and skins for characters and weapons directly in game.…


  • Character Creator

    Introduction At Twin Drums I was responsible for the asset pipeline of our characters, from the assets organization in Blender, to the in-game character creator written in C#. Together with the character artists, we came up with a way to split up our characters so that we could reuse as much of the existing assets…


  • Level Editor: Suwan

    Introduction Suwan is a set of procedural tools I have developed together with our level designer, Jennika, at Twin Drums for the Afrofantasy MMORPG The Wagadu Chronicles. The world of the game is made up of tens of islands that appear once in the game and then disappear when a new cycle (in the game’s lore) begins, living…


  • Day Night Cycle

    This is one of the first systems I’ve developed at Twin Drums for the Afrofantasy MMORPG The Wagadu Chronicles. The Day Night Cycle has gone through many iterations, but what I present here is the final version that’s shipped in the Early Access of the game on Steam. A day in Wagadu lasts 24 hours like here on…