diff options
| author | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-26 19:41:31 +0000 |
|---|---|---|
| committer | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-26 19:41:31 +0000 |
| commit | 701fb8c8d168889bba65b2ffcb0d67b6da92b7b8 (patch) | |
| tree | 4a2684363287fa9c6d6bbef87b748e4576dabb0c /cv/jumanji.org | |
| parent | b0ac31a3c47b84624df713b24f0a7eb79ab31bf1 (diff) | |
Fixing some things after proof reading
Diffstat (limited to 'cv/jumanji.org')
| -rw-r--r-- | cv/jumanji.org | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/cv/jumanji.org b/cv/jumanji.org index 59b6f07..72ee51f 100644 --- a/cv/jumanji.org +++ b/cv/jumanji.org @@ -8,15 +8,15 @@ the game to run on Nintendo Switch. Prior to this it had only been tested on PC, and on Sony PS4. As such, it took a good deal of optimisation to run at anything resembling a reasonable framerate. This involved playing around with the Unreal profiling -tools, as well as write some profiling systems myself, and liasing +tools, as well as writing some profiling systems myself, and liaising with, usually artists, to get compromises working which would be acceptable as a final product. I didn't find myself doing too much feature work on Jumanji, unfortunately, as a lot of my time was spent managing the team, -liasing with art and design to make sure they got what they got, when -they needed it, and what little time I did get, was mostly spent -optimising performance, and bug fixing. +liaising with art and design to make sure they got what they wanted, when +they needed it, and what little time I did get was mostly spent +optimising performance and bug fixing. This project was a first for me in many ways, including the first time I used Unreal's Blueprints properly, and the first time that I was |
