Biel Rabasa Galan
Portfolio
The Seed Game Engine
A Game Engine fully coded in C++ and the rendering library OpenGL. My principal implementations: ● Complete Render Pipeline. ● Game Object and Component system. ● Data importing (textures and meshes). ● Shader Pipeline & Editor.
Tech Art Analysis of the game “The Forest”
De-compiling the game for a deep analysis of its technical art techniques for optimisation: ● Extracted all textures and meshes and analysed their use and optimisation techniques. ● Dissected all GPU profiling with RenderDoc and tested the rendering pipeline. ● Investigated scene loading trouble in open-world videogames. ● Learned new memory optimisation tools and techniques.
Procedural Generation Tool for the Unity Engine
A procedural generation tool for the WFC algorithm coded inside the Unity Engine. A modular tool made for artists to create procedurally generated structures with simple rules. ● Developed a Unity Engine tool for procedural generation in 3D grids. ● Designed a robust code architecture to support long-term development. ● Optimised memory usage via flags and bitwise operations. ● Deepened knowledge in tooling, UI, memory and data management.
