MonkeyBall In-depth
This project was made for a subject with the goal of recreating an existing game in the school Game Engine. The version of the engine that we got was very bare-bones and required the implementation of a lot of features using DirectX 11 and other frameworks/tools. I chose to recreate Monkey Ball as it posed some fun challenges that I wanted to tackle.
Gameplay Video
Graphics Features implemented
One of the main goals of this project was to learn how to use DirectX 11 to build a 3D application. The main graphics features that I implemented were:
- Shadow Mapping using multiple render targets
- Skinning with support for the schools own 3D Model format(Overlord Mesh)
- Post Processing - Colour Grading LUT, Grayscale, Blur
- Sprite Rendering with Sprite Batches
- Text Rendering
- Particle Systems
- Environment Mapping (Reflection, Refraction, and Fresnel Falloff)
- Normal Mapping
- Specular Workflow
Engine Features implemented
- FMOD Sound
- Physics with Nvidia PhysX
- Level Loading with JSON