Darkfall (2010-2014)

Shortly after finishing “Conspiracies 2″, I got a proposal from Aventurine. Darkfall is the largest project I have worked on. Its codebase is overwhelming. This time my task was quite different. Instead of developing something from scratch I had to maintain and extend the functionality of an existing engine. And there are so many limitations when developing an MMO that it’s a great challenge to achieve the graphics quality I’m after.

It took countless lines of shader code to give the game a “current decade” feel. It now features a deferred renderer, tone mapping, reflections and the usual effects one expects to find in modern games, while at the same time being optimized to meet the needs of a sandbox game, where literally anything can happen!

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