Custom engine | Nakon
Custom PlayStation 5 and DirectX 12 engine where I worked on abstracting the PS5 rendering pipeline and implementing various rendering, engine and gameplay features.
Description
Nakon is a round-based horde shooter inspired by Call of Duty, built in a custom C++ engine targeting PC and PlayStation 5. The player fights through waves of enemies and needs to activate the ritual site to earn upgrades. The player can unlock new areas to increase the difficulty and progress through the map. The project shipped on itch.io where we got feedback and iterated on the project to make it better.
The renderer is a modified version of an engine me and 6 others created in our second year at BUAS to fit the new style of the game. We fully abstracted away the DirectX 12 and PlayStation 5 renderer APIs, so that features we create work for both APIs. This really helped the development process.
My contributions
PBR & HDR Rendering
Added PBR shading to the deferred renderer and enabled HDR output on the PS5 by using high precision output render targets when HDR is enabled on the system/monitor.
PS5 Build Pipeline
Set up the PlayStation 5 devkit deployment, and did platform-specific bug fixing (crashing of the animation pass, crashes when shooting too many bullets and shader alignment issues).
PS5 Performance Profiling
Profiled the PS5 build identifying the forward pass and shadow pass as bottlenecks, identifying that we need to minimize the amount of draw calls being issued through culling techniques.
Bullet Damage Falloff
Implemented distance-based damage falloff with pierce damage reduction, all values are exposed via ImGui so they can easily be tweaked.










