Suara is a 3D audio-reactive arcade game taking place on the surface of colorful geometric worlds. Fight waves of enemies, defeat bosses, and bring life back to the Geoverse!

        I worked with Team DandyLion, a team of 12, for a semester on this custom engine project as a graphics programmer, and found it an immensely rewarding experience. I had the opportunity to take a graduate-level real-time graphics course at DigiPen, and with proper communication with the team and my professor, I was able to implement the concepts we learned in class in the team's custom graphics engine.


       These are among the features I implemented in our DirectX 11 engine over the course of the semester:

  • Deferred Rendering
  • Light Volumes
  • Exponential Shadow Maps
  • Soft Shadows
  • BRDF Light Model (Bidirectional Reflectance Distribution Function)
  • PBR (Physically Based Rendering)
  • Diffuse/Specular IBL (Image Based Lighting)
  • Bloom
  • Emissive materials
  • Alchemy SSAO (Screen-Space Ambient Occlusion)

        Some of the greater challenges of this project were in trying to find ways to make the graphics features easily accessible and controllable for the game's designers. I was fortunately able to work closely with the team's tools programmer to make sure that all relevant properties were shown in the archetype editor. I also had some difficulty adjusting to DirectX, as this was my first project not using OpenGL, but the other two graphics programmers were incredibly helpful, taking me through the engine code to make sure I understood all the fine implementation details. This was especially crucial given I entered this project after a semester of development.