Spite: The Drained Hollows

About


The god has drained the water from the swamp and created a labyrinth with high root walls.
You're sent to find out where the water has gone and get rid of the corrupted animals along the journey..

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My Contribution

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Engine


In the development of this game, the engine was developed in parallel with the gameplay.
This is also where I discovered another interest in tool development and was able to see the possibilities of making it easier for the rest of the team to interact with the engine.
My biggest contribution was creating the first framework for the engine, including the camera, render passes, animations and tools.

Engine - Rendering


One of my first implementations for the engine was deferred rendering and the ability to cycle through rendering passes.
During this process I was also able to add point and spot lights and make them cast shadows.I had the opportunity to work with our technical artists on the implementation of the shaders.

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Tools


This was my favourite part of the development process. Using ImGui as an interface.
One of the most important elements of the tools was the time we could save.
By creating small debug tools that made it easier to find the cause of unwanted behaviour, we came to conclusions faster.
Since we imported most of the level with props directly from the Unreal Engine, we did not need the ability to fully edit the scenes during runtime.
Here are a few examples: Track skill cooldowns and player metrics before the in-game interface was ready,
level selection, real-time editing of the colour and density of the fog shader, and a particle editor.

Particle Editor


This was one of the tools I was able to put some extra effort into.
My goal was to develop a powerful tool that could manipulate the emitter's metrics in real time. Read more..

Team

Programmers

  • Alexander Maier

  • Emil Kvist 

  • Filippa W Lindgren

  • Sandro Müntzing

  • Vidar Habacke

Animators

  • Anna Sigfridsson

  • Alma Gren

Graphical Artist 

  • Amanda Önnestam

  • Elsa Söderpalm Patel

  • Kiril Nikolov

  • Sarah Olofsson

Technical Artists

  • Jonny Heinonen
  • Magnus Jonsson
  • Vale Tosthage

Level Design

  • Emil Svensson

  • Elvira Smakic

  • Stefan Groothuis

Music

  • Musik Martin

©2022 by Alexander Maier