Avatar for Joel Staaf Hästö

Joel Staaf Hästö

Programmer, PlaygroundSquad 2008

<p>Hey all!<br /><br />I'm Joel. I applied to PSQ after getting out of college, having worked with customer support for a while. I can safely say it was the best decision I ever made. <br /><br />Below follows some of the things I have been doing during my stay here at Playground Squad:<br /><br />----------------------------------------------------------------------------<br />Project 1 - Time Of Vengeance( Link at the bottom of the page ):<br /><br />This project was made during four weeks when we were all pretty much green in regards to 3D programming. <br /><br />Prominant features:<br />* AI/Patrol system with line of sight and hearing<br />* Entity vs entity collision<br />* Blended animations and subanimations as well as procedural animation to make the character turn her head towards clues in the surroundings.<br />* Both gamepad and keyboard support<br />* Particle system for blood effects and falling tree leaves</p>\r\n<p>I was entirely responsible for all animations and decapitation effects, controls and camera, cutscenes, particle effects, damage/health system, HUD, puzzle system, enemy spawning, and also enemy and boss combat AI ( excluding pathfinding ).</p>\r\n<p>----------------------------------------------------------------------------<br />Project 2 - TwoDie( Link at the bottom of the page ):</p>\r\n<p>Unlike the first project a lead programmer was elected, which turned out to be me. TwoDie is a 2vs2 multiplayer FPS with lots of focus on cooperation between a big and a small character.<br /><br />Features:<br />* Multiplayer support, powered by RakNet. Use of interpolation for smoothing of object movements.<br />* Server only physics system( Nvidia PhysX )<br />* Two ranged weapons and five different melee weapons, which can be freely dropped, thrown or picked up around the level.<br />* Unique "mounting"-system, where the little character rides the big one and follows any and all of his movements.<br />* Resolution independent GUI/Menus</p>\r\n<p>In this project I was responsible for:</p>\r\n<p>* All networking<br />* Organizing the game structure and different game phases<br />* Controls and input<br />* GUI/Menus<br />* All animation<br />* Weapons and damage system<br />* "Mounting"-system</p>\r\n<p>----------------------------------------------------------------------------</p>\r\n<p>Further technical knowledge details:<br /><br />Shaders( HLSL ):<br />* Normal maps + Specular maps<br />* Ambient light, directional light, point lights, spotlights<br />* Hardware Instancing<br />* Splat map shader<br /><br />Other:<br />* Stencil shadows<br />* RakNet, winsock<br />* Particle effects ( additive rendering, alpha sorting etc )<br />* LOD ( Level Of Detail )</p>

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