Afterlife

afterlife

2021–2022 · DigiPen Institute of Technology – SIT · Team project · Role: Graphics Lead A 2D top-down atmospheric shooter running on a custom C++ game engine written from scratch with an OpenGL renderer — no commercial engine underneath. Players command a squad of up to four switchable characters, using weaponry and explosives to clear procedurally arranged, zombie-filled buildings.

Role and responsibilities

Graphics lead — owner of the rendering side of the engine:
  • Designed and built the OpenGL rendering system: the render pipeline, batching, and the engine’s graphics-facing API for the rest of the team
  • Shader programming, with a focus on dynamic lighting and special effects — the core of the game’s atmosphere
  • Researched and implemented rendering optimizations that cut both CPU and GPU cost, creating the headroom that made dynamic lighting and particle effects affordable in the first place
  • Debugged and fixed cross-system graphics and gameplay bugs, including issues that originated outside my own subsystem
  • Acted as the interface between the graphics side and the gameplay, design, and art teams

Learning outcomes

  • Building an optimized OpenGL rendering system from nothing — you own the abstractions, so bad ones surface as frame-time cost
  • Optimization as a design enabler, not cleanup: the perf work is what bought the feature budget for lighting and particles
  • Shader programming for lighting and effects
  • Debugging across subsystem boundaries in a large shared C++ codebase
  • Cross-team communication — negotiating what the renderer could realistically deliver against what design wanted

Build & media

File Description
AfterLife_Setup.exe Windows installer
Afterlife.mp4 Gameplay video
AfterlifeThumbnail.png Title art

Related

Succeeded by Teehee’s Revenge — the same graphics-lead role, taken from OpenGL to Vulkan and from 2D to 3D.