Lucho Suaya - Tech Lead
I’m Lucho Suaya, Technical Lead of a team of 12 people developing Broken Engine and The Witcher Ties of Destiny. Aside of coordinating and managing the programming team, I could also develop my passion for graphics programming, being involved in all kind of areas related to this, such as particles system, the rendering pipeline (including materials & lighting system), shadows, transparencies and blending, post-production effects…
As Technical Lead, I had to coordinate all the team members, distributing, verifying and reviewing their tasks, ensuring quality, functionality and stability, as well as to aid with anything related to code to anyone in the project, while constantly talking and coordinating with other teams and their leads and the producer, contributing to decision making and to the project’s development. Also, I’ve participated actively in Quality Assurance and Marketing teams. In a more internal layer, I had to ensure code quality and consistency through the branch policy and the pull requests reviewing before merging to main development branch of code. And finally but more important, in a human level I had to keep the team’s mood and ensure that everyone was doing well with their tasks and with the project personally, specially animically and now, with the COVID-19 situation which made distances farther and contact more difficult.
My role allowed me to know all implemented systems, so I’ve worked in different areas of the engine, from details to whole systems, being the most ones:
- Engine Graphics: Rendering System & Pipeline (worked close aside Sergi & Aitor). - Lighting, Shaders & Materials System: featuring Gamma Correction,Albedo, Normal and Specular Mapping, Rim Lighting, different Shadowing settings… - Shadow Mapping: (and worked in Point Shadows, not implemented in game). - Transparencies & Blending: both for Particles and Materials. - Engine Post Production effects: (Not implemented in-game) HDR, Bloom… - Cameras System
- Particles System: Improving and adding features to the particles system, such as different billboarding types, particles rendering additions and polishes, custom meshes…
- Scripting System: Constantly improving and adding scripting functions in several systems (rendering, materials, particles, UI...) according to the needs of the gameplay programmers.