What I Did on Exoborne
I worked as a technical artist on Exoborne with a focus on procedural world building. As part of a team of Technical Artist and Tools Engineers, I authored and maintained procedural world building tools for level designers, level artist and environment artists to use in crafting the games maps. Exoborne is a multiplayer extraction shooter developed by SharkMob Games (Malmo, Sweden) with Unreal Engine 5. I built both engine tools with blueprints and Houdini Digital Assets via Houdini Engine.
I was also involved with performance and optimization efforts, focusing on Level Streaming, World Partition, HLODs, Physics, Memory and Geometry. Using Unreal Insights and Pix, we kept both the game and editor within our technical budgets.
Working on Exoborne taught me a lot about the design of modern game engines like Unreal Engine 5. I have a profound understanding of many of the memory and frame-time critical systems from an art and engineering perspective. I also learned to appreciate the great level of care, precision and courage required to orchestrate such a large scale software development project.