JETBURST /
Jetburst is a 3D Racing game with 6 degrees of freedom, made by students at The Game Assembly.
Main Responsibilities /
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Physics - I worked on creating a 3D physics library that would allow us to successfully create a racing game, supporting collision between Spheres, OBBs and AABBs.
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Player Controls - I worked on polishing some player controls, adding in rotation on turns, to create a better sense of movement for the player.
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Player Camera - I worked on some shaders to aid with the player camera, adding vignette and blur effects on high speeds, I also worked on FoV changes based on speed.
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Game Engine - As part of the programming team and this project we all worked on creating a 3D engine in DirectX from the beginning. I also worked on Deferred PBR, assisting with clustered shading and a Freetype 2.0 Implementation.
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Threaded Loading - I worked on cutscenes and loading, and subsequently combining them, allowing game loading to occur behind cutscenes.
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Audio - I worked on audio design and programming, using Fmod Studio.
Production Time : 10 weeks, Half-Time
Genre : 3D Racing
Play Time : 15 Minutes
Team Size /
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4 Programmers /
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| Johan Anderdahl | Oliver Andersen | Oscar Öhrn | Marcus Stein |
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2 Level Designers /
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4 Artists /
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| Johan Ernstsson | Henrik Giang | Ted Flodman Söderberg | Magnus Quach |
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1 Technical Artist /
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| Peter Hamlin | Erik Arbelund
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