comrade-klick
comrade-klick was my specialization project at The Game Assembly. I attempted to create a basic implementation of asynchronous reprojection in Direct3D 12 but did not finish in time.
Hi, I’m Ivar Sidorsson. I’m a graphics programmer.
comrade-klick was my specialization project at The Game Assembly. I attempted to create a basic implementation of asynchronous reprojection in Direct3D 12 but did not finish in time.
Mochi - The Longest Tuesday is my seventh game project at The Game Assembly and is heavily inspired by Jak & Daxter. As Spite - Plague Purge missed the deadline and some rendering features like post processing was necessary for both projects, there was a fair bit of overlap between the projects in terms of the graphics engine. The project is not finished yet.
Spite - Plague Purge was my sixth game project at The Game Assembly and heavily inspired by Diablo III. It was made in our custom game engine Clockwork. We basically scrapped the game engine from Eggscapism apart from the graphics engine and merged it with another engine. The project is not finished yet.
Eggscapism is a narrative puzzler roughly 2 minutes in length. It was the fifth project at The Game Assembly and it was the first project where we used our own game engine made from scratch.
When You See Me Cry is a 3D adventure game heavily inspired by The Legend of Zelda: A Link to the Past. It was my forth game project at The Game Assembly and was the last project made using The Game Engine.
Wolls is a 2D platformer. It was our third game project and the first one made in The Game Engine, the internal game engine provided by The Game Assembly. We used Unity as a level editor for our level designers and exported JSON-files which we parsed in The Game Engine.
Your Rabbit Died is a puzzle game built for mobile. It was the second game project at The Game Assembly and was made in Unity as well.
Sootling Saga is a sidescrolling platformer. It was the first game project at The Game Assembly and was made in Unity. I was one of the few in my group with prior experience of Unity, so I assisted my other programmers as much as I could.