CHE22 is a local mulltiplayer chess-inspired game built on a custom C++ engine on top of the PS5’s AGC Console API. Due to the complexity of the project, I had to get my hands on everything from rendering to gameplay. I put a lot of effort into the “juicy” details, from the menu to the gameplay.
The project leverages a custom post-process code generation system at compile time, where PSSL shader code is generated based on a manifest file’s contents to integrate into the game’s graphics pipeline in a specific order.
As a side note, I arranged, composed, produced and designed all of the music and SFX of the project, as well as created all of the 2D assets! 😉
For Tyro, a graphics renderer built for PS5 using its proprietary API, I focused on creating a robust, data-oriented system for handling models and textures, including edge cases like missing assets.
The main highlight was implementing a PBR lighting system in the deferred pipeline in preparation for the development of a future project (mentioned below).
Another feature was designing a Unity-based tool to streamline level creation for the engine. I automated the process of converting .obj models into prefabs, tagging them as PS5 entities, and serializing them into our custom level format. I also implemented custom editor widgets to load and save multiple levels, ensuring the Unity editor and engine representations stayed perfectly in sync. It was a challenging but rewarding project, blending engine development with tooling to create a comfortable workflow.