Vladimir Chavdarov
Tools and Gameplay Programmer
Vladimir Chavdarov
Tools and Gameplay Programmer
Owlet is a 3D RTS where you have to expand your town while defending against waves of enemies. The game is made with our custom software Pepi Engine!
🔧Engine/Language: Pepi Engine, C++
👥Team Size: 14
⏳Duration: Apr. 2024 - Jun. 2024
🎮Game: itch.io
📝Related Technical Breakdown: Terrain Collider Algorithm
Technical Article: link to Articles
One of my main points of focus throughout the development of Owlet was maintaining the robustness of the terrain system and making sure it interacts properly with the AI. For that, I worked closely with our AI and Gameplay programmer Franciszek Łuczak. My responsibilities included:
Modifying the editor brushes for gameplay purposes
Developing algorithms for fast calculation of terrain colliders based on buildings and serialized information
Assisted teammates with debugging gameplay mechanics like wall building, unit separation, AI and more!
Algorithm on paper
Proper Document Visualization
Implementation in Engine
By request of the artists in our team, I developed an extra brush in the Editor, inspired by UE5's foliage tool. Because of it, the set-dressing process of the level was tremendously sped up. The feature included:
Placing and removing multiple types of meshes with individual parameters. Basically, a whole biome can be created at once.
Palette for color overlays of separate meshes
Resizable noise mask that further adjusts the intensity of the color overlays.
Another thing I focused on during the development of Owlet was playing a support role for the other developers on the team. This meant keeping an overview of the process and keeping track of issues. My practical contributions included:
Writing thorough documentation about existing pipelines in both technical and non-technical readers.
First point of contact for bug resolving. Combining hotfixing with proper debugging.
Maintaining the ECS, Serialization and Level Editor Pipelines.
Making sure designers and artists have a stable version of the engine to work on.