Short horror adventure in a custom C++ & OpenGL engine.
I was the producer for Phantom Penumbra, a short horror game. This game was made in a custom C++ engine which featured: dynamic shadows, circle & box collisions, basic physics interactions, an event system, automated entity component structure, behavior scripting, & batch rendering.

Main Contributions:
-Custom Gameplay Shaders

My main contribution is the main gameplay mechanic and my first custom shader for the pinging sound-visualization.
-Lighting Programming

The lighting renderer was a raycast-based lighting shader designed for axis-aligned bounding boxes that I programmed.
-Project Management

I took on the role of Producer for the first half of this project and learned about task planning, team orientation, communication, and how to save a sinking ship.
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