Robin Krokfors

Programmer

GAME

WEB & APP

DEVELOPER

Data - RK01_About

 Currently looking for internship in game programming starting Fall 2022. I am currently based in Stockholm, Sweden. 

I'm a second-year student at The Game Assembly, studying game programming. Programming has been an interest of mine since I was eight years old, I played a lot of games back then and got interested in how they were made. Since then, I have worked with both game development and full stack development before starting my studies at TGA.

Spite - Blood Relic

Made with Custom C++ Engine

This was the first game made at TGA where we made our own game engine, the game itself took a lot of inspiration from Diablo III.

During engine development I was mostly focused on the rendering subsystem as well as the UI system, more details about these areas in their respective sections. Aside from this I also implemented support for animating skinned meshes, helped with scene management, added support for text rendering with multi-channel signed distance field fonts and helped with various other parts of the engine as well.

I implemented various tools to speed up the development workflow both for me and others.

Rendering Improvements

Made with Custom C++ Engine

At the end of our second year at The Game Assembly we had a course where we were allowed to create almost anything we wanted. I was interested in exploring other rendering techniques than the deferred rendering pipeline we had created for our own engines. During development of our engine I spent a lot of time on the rendering system, during this time I stumbled upon several things that made the rendering code more complex and less streamlined than what I would have liked.

Because of this, I took this project as an opportunity to try out some more modern techniques that not only offer better performance in common demanding situations, but also streamline the rendering pipeline. And so, the goal of this project was clear, I would implement some techniques that would streamline the rendering pipeline and bring down the complexity, remove unnecessary state changes, bring down the required amounts of shader combinations and implement clustered shading.