Solus is a third-person action game where your character has the ability to “purge jump”. This ability allows the character to pull himself to a special object and launch himself far across the area by purging the special object with an awesome explosion. The game was developed in C++ and DirectX with a team of four other programmers and six artists. Late into the game’s development, we needed to shift the game’s focus, but many of the tech we developed for Solus was reused in our new game, Blank.
As the graphics programmer and producer for this project, I performed the following:
- Developed a HLSL shader that dynamically performs the appropriate lighting calculation based on the light’s type.
- Wrote a custom Vector-Quaternion-Scalar class to handle hierarchical transformations of game objects.
- Created a robust particle effects component that manages several particle systems.
- Implemented hardware instancing to improve graphical performance.
- Managed a team of eleven, five programmers and six artists, and facilitated communications and meetings between the groups.
- Incorporated SCRUM agile development techniques to manage required tasks and milestones for the project.
Screenshots
The following are screenshots of Solus. Each thumbnail links to a larger version of the image.
Video
Here is Solus in action.
Can’t see the above video? Follow this direct link to Youtube.



