Aitor Luque

AITOR LUQUE - PROGRAMMER

Aitor Luque

Hi, My name is Aitor Luque and I have been working as a graphics and gameplay programmer in the making of The Mandalorian: Sands of Arvala. The development of this project has brought me a new perspective and motivations about game development, I enjoyed every task and feature that I had to develop although I found myself mostly passionate about Graphics programming.
Working with my 23 other teammates was as challenging as rewarding, getting to work side by side daily with programmers, designers and artists and learn from them was a great experience.


PROJECT CONTRIBUTION

Render & Shader Pipeline
Implemented the Shader Pipeline with GLSL previously developed in the 3D Engines subject.
On-engine shader editing, transparencies, modify uniform variables through the inpector, skybox and renders supported through shaders:

  • Animations with dynamic buffers and bone matrices calculations through the GPU.
  • Particles with blending
  • UI & text initial states with Jordi Bach
  • Spritesheets dynamics buffers preparation (2D animations & spritesheets made by Santiago Moliner)
  • Lighting System
    Handle and edit multiple lights in a scene, directional and point lights. The system was developed to handle several lights inside a same scene can alter the ilumination of a mesh throught a single default shader. Change diffuse, ambiental and specular values from any light.
    Researched reflection shader and spotlight (Not implemented).

    Cel Shading and Outline
    Researched and iterated through a couple of milestones cel shading calculations to make a cartoon look and Mesh outlines.
    For artistic decisions and optimization purpouses the outline is done and rendered with the Stencil buffer.

    Transitions & Camera Movement
    Camera shake and camera movement done with matrices calculations for cutscenes and sequences for video trailers.
    Several transitions made with shaders, only the "Star Wars swipe" was used.

    Bosses & Weapon Gameplay
    Full first boss behaviour (IG11) and improvements of the second boss (IG12) such as bombing attack and weapon adjustments.
    Iteration and polish on the bullets origin, weapons behaviour and orientation and bullets prefabs.
    Spread shot calculations (bullet instanciation) for shotgun and bosses attacks.

    Initial Randomizer
    Initial states of the room randomizer algorithm before transitioning to scripting.

    QA & Bug fixing
    Several QA sesions and lots of bug fixing during the last states of the development.

    Shaders System
    Lighting System
    Cel Shading & Outline
    Camera Movement & Transitions
    Boss Behaviour