Wild Sheep Studio
Back in May 2021, I joined Wild Sheep Studio, a AA game studio based in Montpellier, France, as both a graphics and engine programmer for their project. Given the size of the team and our use of an in-house engine, while my main job was as a graphics programmer, I’ve also worked on multiple occasions on the engine itself.
Due to confidentiality, I can’t share anything precise, but I hope I’ll get to show some of the work I’ve done there one day.
In the meantime I can share a non-exhaustive list of features I’ve worked on:
- setting up a render target texture reuse system, to reduce the render pipeline memory usage.
- implementation of motion vectors and modernization of the motion blur effect
- implementation and maintenance of a robust screen space reflections system
- improvement of fur shading
- implementation of a specialized draw system for vegetation instances, which allows for performant multi-threaded registrations and un-registrations of many instances, with minimal contention.
- implementation of a hierarchical wind displacement system, to apply believable wind to objects like trees.
- volumetric lighting maintenance and fixing
- porting engine to DirectX 12