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.





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