Description

As a C++ Gameplay Engineer Intern, I worked on an interior parallax mapping system for windows on buildings. Created a render-to-texture caching system that lazily renders NPCs into building windows as parallax-mapped textures.

I'm currently developing the pedestrian system, which is handled with Unreal's Mass Entity System.

Supported technical artists by implementing VFX and driving feature requests for our procedurally-generated building system.

Gallery

Window state manager rendering NPCs into building windows