Drifting Sands
Armed with sword and bow, journey through the desert while seeking traces of your missing brother, fending off rival tribes.

Shadowmapping
A big part of this project was spent together with
Adrian Casagrande implementing shadows to the TGE game engine. Whit a game set in the harsh lighting of a dessert shadows was necessary to have a more dynamic environment that didn’t feel flat and boring. This was done before we learned about it at TGA and as such gave us a a lot of new knowledge of how the 3D-pipeline worked and how to work with DirectX and HLSL.
Level Transition and Level Loading
For this I made a system for loading a level on the main thread while still having the responsiveness of the game feeling good. This was done by letting the game load a few assets at a time and then returning to the main loop. This also gave us the opportunity to easily show a percentage in the loading screen that was updated in real time.