Title: Spite: A Dragon's Wake
Rendering pipeline - Everything from loading the models with FBX SDK to shaders.
Decals - Tileable, angle threshold to avoid stretching
Materials - Shaders, textures, instances, settings (sampler state, world aligned UV:s, etc.)
Shadow mapping for spotlights and local directional lights
Unified pipeline - Rendering in-game is the same as in the editor
Instanced draw calls - Everything that could be batched was batched in a single draw call
Frustum culling - Multi-threaded octree.
New model handling - Treating everything as meshes instead of models, animated models, sprite2Ds, and sprite3Ds.
Model loading on a separate thread.
Window handling
Entity Component System - read more about it here
Double buffering - Render and Update on separate threads
Scene management
Input management - Full keyboard & controller support
Combined the thread that loads the models and the thread that checks if a file has changed. Most of the work for the first one is done during start up and the other does most of its work during runtime, so they would work very well as a single thread.
16 people, 6 weeks, 20 hours a week, C++, TGE (Custom school engine)
Reference game: Diablo 3
Title: Cargo Diver
Rendering pipeline
Shadow mapping for spotlights and local directional lights
UI System - Editable in the editor and uses nine slicing
Double buffering - Render and Update on separate threads
Scene management
Input management - Full keyboard & controller support
The loading screen was animated and done on another thread, but it was setup last minute ad-hoc style and as such it had at least one race condition which would crash it on some computers.
16 people, 6 weeks, 20 hours a week, C++, TGE (Custom school engine)
Reference game: Death's Door
Title: The Misadventures of Captain Hornswaggle
Rendering pipeline
UI System - Support for nine slicing
Double buffering - Render and Update on separate threads
Scene management
Input management - Full keyboard & controller support
Add ability to edit UI from the editor. I made sure to fix this in all future projects.
13 people, 10 weeks, 20 hours a week, C++, TGE (Custom school engine)
Reference game: Super Meat Boy