Description
As a C++ Gameplay Engineer Intern, I worked on an interior parallax mapping system for windows on buildings. Created a render-to-texture caching system that lazily renders NPCs into building windows as parallax-mapped textures.
I'm currently developing the pedestrian system, which is handled with Unreal's Mass Entity System.
Supported technical artists by implementing VFX and driving feature requests for our procedurally-generated building system.
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