A 2-week long studio project made to highlight the technical capabilties of every programmer and artist involved. The team consisted of 4 programmers and 6 artists working tirelessly to produce the game you now see before you.Â
Sol Survivor is a fully procedurally generated open-world exploration game, where the player must gather resources and survive with all they can find, with their ultimate end goal being to repair their ship and eventually fly back off to the stars.
Implemented voxel-based procedural generation using 3D Noise, along with smooth mesh generation using the Marching Cubes algorithm.
Optimised the terrain generation algorithm with various optimisation techniques (Chunking, Frustum Culling, Vertex sharing, Compute Shaders, etc)
Implemented procedural asset spawning for entities and environmental props.
Optimized environmental props using various optimization techniques (Frustum Culling, Imposter meshing, LODs, etc)
Implemented custom 3D A* pathfinding across the voxel-based terrain for entities.
Implemented the base framework for a Finite State Machine for dynamic AI behavior.
Implemented the base framework for an Inventory data system, allowing for modular items with various behaviour when held, left-clicked, right-clicked, etc.