Tobias Luckey

Tobias Luckey

Programmer, PlaygroundSquad 2017

<p>I love people, maths and programming. I'm the person that my co-workers \ntalk to when they either have a tough problem, tough bug or a tough week. <br/></p><p>Feel free to have a look at my <a href="https://drive.google.com/file/d/1l2WnrGq-0wt1Lo9Gynt7Vy5TulFDMkRb/view?usp=drivesdk">resume</a>, <a href="https://www.linkedin.com/in/tobias-luckey/">LinkedIn</a> or my still rather empty <a href="https://github.com/ondkeso">Github</a>.<br/></p><p>During the my time at PSQ I did two student projects spanning nine weeks and one spanning five weeks.</p><p>During project three, <a href="https://www.playgroundsquad.com/projects/hellgun/">Hellgun</a>, I:</p><ul><li>Programmed the alien swarm of flying, laser shooting robots to chase the player and avoid colliding with obstacles.</li><li>Worked on the aiming and shooting of the gun.</li><li>Movement of the player.<br/></li></ul><p>During project two, <a href="https://www.playgroundsquad.com/projects/prototype-1/">Gill &amp; Gull</a>, I :</p><ul><li>made Maya into a level editor that enabled our designers to create content and iterate fast on it with a one click script. It exported to JSON and converted that into <a href="https://google.github.io/flatbuffers/">flatbuffer</a> binaries. </li><li>designed most parts of our rendering pipeline, including features such as alpha sorting and frustum culling. </li><li>implemented, adapted, bug fixed and optimized a student made PBR implementation. <br/></li><li>implemented and reworked a student made shadow mapping technique. </li><li>acted as lead programmer, keeping track of my two colleagues progress, making sure we stayed on target. I organized the weekly sprints and synchronized our planning with the designer and graphics leads with our focus set on low cost and high value.<br/></li><li>wrote the shaders and resources required for the rope rendering.</li><li>implemented and tweaked tone mapping and vibrancy post effects. <br/></li><li>acted as general tech support for the whole team, teaching them how to use and extend the level editor, how to work with the PBR pipeline and more. <br/></li><li>Ported some graphics to PS4.<br/></li></ul><p>During project one, <a href="https://www.playgroundsquad.com/projects/arrow-combat/">Arrow Combat</a>, I:</p><ul><li>acted as lead programmer.</li><li>focused early on getting the first prototype up as early as possible so the graphics team could try their assets in-game from the get-go.<br/></li><li>designed and wrote the arrow managing and rendering systems. </li><li>designed and wrote the particle system. </li><li>wrote the bouncy arrow physics. <br/></li><li>wrote the hit detection and reaction for the arrows. <br/></li></ul><p>Here's a small side project I did when there was time over during our courses.</p><p></p><embed embedtype="media" url="https://www.youtube.com/watch?v=nzMKn_7MW-Q"/>\n<br/><p></p><p></p>\n\n\n\n\n\n\n\n\n\n\n<br/><p></p><p></p>\n<p></p>

Projects