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Rodrigo de Pedro

About me

I'm Rodrigo de Pedro, student of the UPC in videogame development, and programmer during the development of Malita: Soul of a Warrior. Although I've worked as programmer for most of the projects I've been involved, I also feel passion for game design and world building.

I've enjoyably worked in many different areas of development as my main motivation is to learn and be able to surpass my abilities.

My teammates have valued me to be commited and eager to help, although sometimes I try to be in so many places I get overwhelmed.

Gran CITM Game Jam Participant

I participated with three partners in the Game Jam, and I found it a very fun and professional environment to work in.

Programming

90

Design

75

Art

25

My Work

- Collaborated with Max in adapting the existing skinning system using CPU computations to a shader-based one.

- Created the rendering system allowing for depth-sensitive translucent meshes and particles.

- Collaborated with Max in developing some of the shaders used in the engine.

Collaborated with Max in the development of shadows, you can see more in his page.

Developed a system to allow for animated texturing in all meshes, particles and billboards, and UI.

Programmed the Camera class and it's controls inside the editor mode of the engine.

Created the camera menu and several options for the existing cameras.

Adapted the particle system from an engine developed by my partners into our engine.

Implemented guizmo snapping and multiple transformation editing.

Created the material class used for texturing.

Kuroko Engine was the base of Project Atlas, the engine we used to develop the game. This first version was developed by me and Lucas García. Some features of the base engine have been kept into the final version. To know more, visit: Kuroko Engine.