Thomas Nordström

Game programmer

  • About Me
  • Work experience
  • TGA Projects
  • Side Projects
  • Free Genre
  • FPS
  • RTS
  • Space Shooter
  • TBS
  • Shoot 'em Up
  • Point 'n Click
  • Text-based

Eigth TGA project

Genre: Hack n' Slash, co-op

Development time: 10 weeks, full time

Engine:

Continued development from the engine we used in the FPS. Uses DirectX, Wwise, PhysX and Lua scripting.

Lunar Labyrinth

Premise: 1-4 player shared-screen Hack-and-Slash co-op that can be played with controllers. Work together to defeat the enemies that stand in your way and compete to collect the most gold.

Setting: Ancient Egyptian style temple or tomb.

My contributions

  • Toon shader with outlines and hard-edge lighting
  • Texture colouration for player identification
  • Dark depths and gold shine
  • Model viewer tool for the artists to see their models in our engine without starting the game.
  • Vertex animation to make an exploding enemy expand.

Experiences

I focused mainly on the rendering pipeline to create a cartoon shader with outlines and suitable lighting. I had to tamper with the depth buffer and depth stencil to make the outlines work as intended. My biggest achievement was to make outlines visible through obstacles in the player's colour to allow for visibility behind pillars and walls.


I learned that letting modelling tools automatically triangulate meshes may not preserve vertex order, which caused some faces to detach and rotate during vertex animation.

Lunatechs

Programmers:

Carl Dalin

Daniel Almqvist

Maja Larsson

Mattias Arendt

Thomas Nordström

Level Designers:

Emil Andersson

Erik Leiram

Max Forsberg

Artists:

Andrea Harty

Marie Flood

Victor Petersson