SUNDER - PC | Winner of the Indiecade 2014 Audience Choice Award
Sunder is a 2D cooperative puzzle-action platformer in which two players view the same screen but see different worlds. Through the use of color-filtering glasses, each player exists in a similar-but-different environment and must communicate verbally in order to solve puzzles and defeat enemies.
The Red and Blue glasses
My Role in this game
Despite creating the concept for Sunder I was the Graphics Engineer in the project. The Team developed the Mocha Engine to create Sunder and my responsibilities included:
Render Pipeline
The entire render pipeline was designed to be flexible and fast. DirectX 11 was used for the development.
Mocha Engine supports multiple cameras with render-to-texture option per camera, custom post-process effects that can be both individually per camera or affect the overall final scene. Flexible material system that allowed, even in 2D to apply special materials to individual game objects, custom shaders that were reloaded at run-time if changed, among many other smaller features that streamlined our development process.
Asset Management
A robust asset manager was created for the engine. A system that kept track of the assets currently in use, loading the necessary assets when needed and unloading the ones who were not being used anymore. Additionally, the ability to load assets in parallel was added further into the development process. This kept asset referencing much faster and safer.
Shaders and Post-Process Efffects
To achieve the desired effect with our glasses, a post-process effect was required. I ended up developing a robust post-process pipeline that allowed the team to add graphical features further down the line and explore more gameplay options. A post-process could be added to both individual cameras or the final composite render.
Gameplay and Level Design
Despite working on the engineering side, everyone in the team was also responsible for creating levels and programming gameplay. I created several puzzles for the game as well as programmed several game mechanics scripts for the project.
C++ was the main language used during the project
Mocha Script was the scripting language developed for gameplay
Despite creating the concept for Sunder I was the Graphics Engineer in the project. The Team developed the Mocha Engine to create Sunder and my responsibilities included:
Render Pipeline
The entire render pipeline was designed to be flexible and fast. DirectX 11 was used for the development.
Mocha Engine supports multiple cameras with render-to-texture option per camera, custom post-process effects that can be both individually per camera or affect the overall final scene. Flexible material system that allowed, even in 2D to apply special materials to individual game objects, custom shaders that were reloaded at run-time if changed, among many other smaller features that streamlined our development process.
Asset Management
A robust asset manager was created for the engine. A system that kept track of the assets currently in use, loading the necessary assets when needed and unloading the ones who were not being used anymore. Additionally, the ability to load assets in parallel was added further into the development process. This kept asset referencing much faster and safer.
Shaders and Post-Process Efffects
To achieve the desired effect with our glasses, a post-process effect was required. I ended up developing a robust post-process pipeline that allowed the team to add graphical features further down the line and explore more gameplay options. A post-process could be added to both individual cameras or the final composite render.
Gameplay and Level Design
Despite working on the engineering side, everyone in the team was also responsible for creating levels and programming gameplay. I created several puzzles for the game as well as programmed several game mechanics scripts for the project.
C++ was the main language used during the project
Mocha Script was the scripting language developed for gameplay
Press Coverage
Media