NEO Impossible Bosses
Technicals
- Coded a custom C/C++ engine. Implemented gameplay, rendering, barebones collision dynamics.
 - Implemented Navmesh using Constrainted delaunay triangulation, A* pathfinding with funnel algorithm.
 - Implemented Reciprocal velocity obstacles(RVO) for multiagent steering.
 - Implemented lockstep networking, asset building pipeline, live reloading, replays, leaderboards, localization.
 - Various optimizations to get the game running smoothly, like sortkey-based rendering, quadtrees.
 
Others
- Did environment art and model animations.
 - Handled marketing.
 
Solo development with some art/sound contractors. ~3-4 year development time.