You don’t know me, but you might have played one of the games I worked on. Even if you did, it might be difficult to explain what I did on it…
Did you notice how the lighting was smooth across surfaces without artifacts? Have you noticed that the character shows damage exactly where it was hit along the correct direction the enemy was slashing? Yes?
Well, then I have a few more: Did your game ever crash? Did any textures pop in close to the camera? Were you surprised by how complicated the complicated world in front of you looked and what the developers did to render it?
Hi, I’m Paolo. I am a graphics and core engine programmer. I am the director behind the curtains who makes sure all the silicon available in the box you are playing the game on is used. I am the guy that can talk about “physically based rendering,” or “memory compression techniques,” and I need to know that, for a computer, ((a * b) * c) is not necessarily equal to (a * (b * c)) (and yes, I know that multiplication is commutable, I am talking about this). I am the guy who spends his time on profilers, trying to understand how to lay down your data in such a way that artists and designers don’t have to worry about it, but your machine is not screaming cache misses every 3 cycles.
No more than a couple of months ago, I saw Campo Santo was looking for a graphics programmer. Interesting. I knew Jake, Sean and Chris from their podcast and the games they worked on. I thought I would give them a call, just ‘cause. The call ended up being a two-hour discussion about the game, what they needed, and how to achieve it.
Things like: We need to take Olly’s art and make it look awesome in 3D.
It sounded extremely interesting. A cool game developed by some of the coolest people from the industry? A few weeks later, I decided to pack my room and move up to San Francisco. Now I am here. Let’s see what comes next. More on that soon.