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FPS Game

First-person shooter prototype where you can explore the testing ground and shoot at targets.

  • Genre : First-Person Shooter

  • Game Engine : Unity

  • Team Size : Independent 

  • Platform : PC

Why make another FPS project?

After playing Rainbow 6 and Overwatch 2 for hours, I wondered how FPS games are created. I decided to make a performant game aimed at achieving good visual and smooth performance and in process learn how AAA studios make performant fast real-time shooter games. 

Independent Project

How is the performance improved in the project?

Object Pooling for bullets, bullet impact particle effect and decals.

Adaptive Probe Volume (APV) - In addition to lightmap baking, baked lighting information in probes so dynamic objects receive indirect lighting. Objects receive per pixel lighting that results in no seams and better light sampling.

LODs - Mesh is swapped with lower poly-count mesh at determined distance.

- Lower LODs receive lighting from APV resulting in more space available as compared to baking lightmaps for the LODs.

Texture Compression - Textures are compressed to take 5 times less space with no detail loss.

Physics Layers - Physics interactions only occur on layers where needed. Objects do not use mesh colliders and use primitive shape colliders which are much faster for physics simulations.

Caching - Cache needed variables/objects for faster access.

GPU Instancing - Reduces draw calls by rendering copies of mesh with same material in a single draw.

Occlusion Culling - Objects occluded by objects are not rendered. For ex: From the player's POV, the table behind the wall would not be rendered.

Do not hesitate to contact me to discuss a possible project or learn more about my work.

© 2023 by Avneesh Singh.

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