Role: Senior Rendering Engineer
My role on the project was to both support th VFX & Tech art teams in delivering visual effects and take large
rendering systems from inception to delivery and maintenance.
Topics included:
- Advanced ambient creatures (GPU particles)
- Dynamic foliage interaction
- Fluid simulations
- Physics simulation
- Volumetric clouds
- Rain with occlusion
- Matetial LODs
- etc
I also championned performance, by frequently reviewing the title's performance
profile, identifying areas to improve and either addressing them myself or finding the right individuals to
own that work. In this capacity I also hosted regular catch-ups with department leads and other stakeholders to
discuss, generate and prioritise this work.
I relied on profiling tools such as PIX, Nvidia Nsight and Unreal Insights, to identify
bottlenecks and optimise them away, as well as inform colleagues of suboptimal patterns to avoid going forwards.
This was Rare's first experience with Unreal Engine 5, I played a key role in adopting new technologies like
Nanite, Lumen, Virtual Shadow Maps and guiding the content teams with best practices.
Description
Everwild is a cancelled game developped at Rare with themes of discovering and caring for a natural and
magical world and creatures.