AGC
PS5
PSSL
Graphics
My main focus in the project was the tooling and core gameplay systems. I built a level editor completely from scratch in C++, powered by OpenGL and ImGui and a custom immediate-mode renderer. The editor became the backbone of our workflow, allowing the team to assemble levels, place objects, and iterate quickly without leaving the engine environment, and from their homes.
I also developed the base gameplay layer, which included the level-loading pipeline, cursor traversal logic, and the procedural animations used for player interaction with pieces in the world. These systems acted as the glue between the content created in the editor and the runtime behaviour inside the game.
Midway through the project, I refactored the renderer to follow a drawlist-based design—each frame, the game submits lightweight render commands for every visible object, and the renderer processes them in a clean, decoupled pass. This change made the rendering path far more predictable and easier to extend, especially as the game grew in complexity.
The project was a great blend of engine work, tooling, and gameplay architecture. It challenged me to think about usability, performance, and clean abstractions all at once, while collaborating closely with a team. And seeing the game running on PS5 hardware—built on top of systems I wrote—was incredibly rewarding.