For my specialization I chose to try to implement volumetric lighting in our custom game engine. My main goal was to implement a volumetric directional light, and to optimize it best I could. Would there be time left, my secondary goal was to extend this implementation to point lights, spot lights and what I called “box” lights.
For our seventh game project at The Game Assembly, I made a VFX editor using ImGui based on the VFX and particle systems I designed for the project prior. With ImGui it was easy and fast to get a graphical user interface running and rendering in our custom engine, and features like the color picker and curve editing were essential in the workflow designed for the graphical artists.
I implemented deferred decals for our seventh game project at The Game Assembly.The decals were exported from Unity and rendered to the G-Buffer in three separate passes depending on which textures to use; albedo, normal or “material” (containing metalness, roughness, emissive and detail normal strength).