Gameplay programmer for the porting to Xbox One, PS4 and Nintendo Switch. Ports by Stage Clear Studios.
Gameplay programmer for the porting to Xbox One, PS4 and Nintendo Switch.
I worked on optimization tasks on code and graphics assets in scenes, mainly reducing polygons in major objects in scene, like the pipes, implementing a system to switch original pipe models for a low-poly version when the puzzles are solved (the original pipes, that the player see when play a puzzle, are a compound of several high-detailed meshes with detailed interiors, very unoptimal for realtime videogame rendering), and removing several duplicated/overlaped sprites on decorations (and improved the sprite materials with help of our in-house technical artist, Sergio Bernardo) to reduced the several overdraw and draw-calls when the game shows the entire island or large areas with solved puzzles.
Other task consisted in adapted the user session for working with the console systems, and save game implementation and other related game state code to avoid continuously read/write operations on disk (or the NAND memory in Switch) major bugfixes related with the original Steam version and last-hour game workflow changes requested by the game developer.
P.D.: Before the last Nintendo Switch SDK version on november, Unity games on Nintendo Switch they couldn't reach the full potential on the GPU. Because this, initialy, in an effort to reach almost 30 fps, we created an alternate version of the island scene for the Nintendo Switch version and applied several cuts on effects and decorators, like the water waves effects and some sprite layers in most of the wall decorators like the hedges.