Founded in 2006 by game engine guru Josh Klint, Leadwerks Software prides itself on pushing the boundaries of game graphics. Leadwerks 3 is the newest iteration of the Leadwerks engines and targets high end mobile development. Built from the ground up on native code, Leadwerks 3 stresses speed and flexibility.
My contribution to Leadwerks 3 revolved around two major tasks: The particle engine and an example game “Darkness Awaits”.
The particle system editor was designed using a combination of product research, Leadwerks community feedback, and interviews I conducted with a professional technical artist who had worked on AAA level projects.
After the design phase was over, I developed the particle engine within the existing Leadwerks 3 engine codebase using C++, integrated it into the visual editor using BlitzMax, and finally tested and debugged the code until the particle system was ready for commercial use.
Roles:
- Programmer
- Associate Producer
Languages:
- C++
- Lua (Scripting)
- BlitzMax (GUI & Scripting)
Skills Learned:
- Advanced particle systems
- Visual Studio development, testing, & debugging
- GLSL Shaders
- Designing tools based on feedback
- Documentation
- Website design and prototyping
- Using scripts for repetitive tasks
- Tortise SVN