Simplifying My Workflow

I had to do this post quickly since we are busy preparing for our beta.

Friends don’t let friends use BS workflows.

I put together a video of the bare essentials to a descent workflow for my fellow rendering engineers and to share some details on our IBL lighting technique used in game. Personally, I need simple systems that run very fast so that I can explore options and be creative with my ideas and optimizations. Also, I like knowing that the game engine and my tools are the same system so that I don’t have to prototype in one and then port to the other.

Here is an outline of those bare essentials:

  • Data auto-reloading
  • Data driven shaders
  • Scriptable render passes
  • Data – operator separation for shaders (constant whiteboard)
  • Dynamic tuning UI