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| author | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-24 21:27:23 +0000 |
|---|---|---|
| committer | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-24 21:27:23 +0000 |
| commit | b0ac31a3c47b84624df713b24f0a7eb79ab31bf1 (patch) | |
| tree | 4927eecfdc083ea61fa2cad4172c57c684256056 /cv/jumanji.org | |
| parent | 8215c8db77f66d1e5172c4331df7c158089a8a7f (diff) | |
Adding Jumanji
Diffstat (limited to 'cv/jumanji.org')
| -rw-r--r-- | cv/jumanji.org | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/cv/jumanji.org b/cv/jumanji.org index 377536f..59b6f07 100644 --- a/cv/jumanji.org +++ b/cv/jumanji.org @@ -1,2 +1,25 @@ #+TITLE: Jumanji: The Video Game #+SLUG: 18 + +[[url_for_img:static,file=images/cv/pexels-photo-1534057.jpeg][Photo by James Wheeler from Pexels]] + +One of my first tasks, and an ongoing one, was to provide support for +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 +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. + +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 +involved with the submission of a console game to first parties. + +[[url_for_img:static,file=images/cv/photo-1524944240950-f674e8790bf0.jpeg][Photo by Milo Miloezger]] |
