GrimBall – A new breed of action games
It focuses a lot on light puzzle solving, fast paced combat, and overcoming obstacles. It’s a cross between elements from Sonic the Hedgehog, Marble Madness, and old-school shoot-em-ups. This is the first game developed on Custom Red’s in-house engine.
I primarily worked on graphics, game play, physics and artificial intelligence.
The game features real-time soft shadows and color bleeding on the static environment using vertex based precomputed radiance transfer. We had a day/night cycle where the sun moved across the hemisphere, dramatically changing the ambiance and demonstrating the soft shadows (but the game was too fast for some people to even notice it turned from day to night!).
It rendered well on a Geforce 4 using vertex shader 1.1 and no pixel shader. We had a pixel shader 2.0 pipe-line as well with added normal mapping and better lighting.
The first prototype was finished in the year 2004 and the second prototype in 2005.
Second prototype, Machine moon
First prototype, Ice cave
First prototype, Eagle rock canyon
First prototype, Mixed