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Akshat Thukral

Engine Programmer | Technical Lead

Professional Portfolio


Apex Engine

After the release of Call of the Wild: TheAngler, I moved on to Central Technology Group, where I started as a programmer, later got promoted to a senior position and moved up to take the lead of the engine team. Here are some of my responsibilities as an Engine Programmer in Central Technology Group:-


Call of the Wild: theAngler

A fishing game which extended the world for the currently popular hunting game, Call of the Wild: theHunter. I worked as a sole Engine Programmer and was a liason for multiple programmers across the company for platform specific implementations. A non-exhaustive list of things I did while in the team:-


Unannounced Ubisoft AAAA

An Unannouced big budget project which we partnered with Ubisoft Reflections and worked with the Lead Programmer and production to guide the team and map out the future work. A brief highlight is below:-


Prince of Persia: The Sands of Time Remake

A remake of an iconic game introduced to the world by Ubisoft Montreal back in 2003.
I worked as an Engine programmer and a Technical Artist on this project.

Engine Programmer

As an Engine Programmer, I was responsible for upkeep, memory management, performance, and feature parity for the consoles (Xbox One and PlayStation 4). A brief summary of what I worked on:-

Technical Artist

As a Technical Artist, I was responsible for maintaining the structure of the content, the internal pipeline tools, and establish direction of optimized content across multiple disciplines of the art team. Few highlights from my time as technical artist:-


Trials Frontier

The mobile version of the best-selling and critically-acclaimed Trials series.
I worked on this as a Gameplay Programmer. My responsibilities were as follows but not limited to:-

Personal Projects


Custom Engines

I made a few small engines at home to sandbox and test out code and play around with graphics. Two of the visual ones are below.

DX12 Engine DirectX 9 Renderer
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Deffered Batched Rendering Normal Mapping
ImGui Debug UI Blinn-Phong Shading
Premake Driven VS Solution Global Tonemapping
Experimenting with boost::serialization for Data Shader Hot-Reload
Experimenting with boost::signal for Events Gamma Correction
Try-out at platform abstraction Asset loading via assimp
File Watcher, Logger, CpuTimer, and some other basic engine systems Forward Batch Rendering
Experimenting with Native Win32 File I/O API Project Video

Renderz

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An open source WebGL 2.0 2D rendering engine written in JS. Features a simplistic API which is easy for any novice to use.
It showcases the following:

This was made for a minor systems project showcase for the university


Little JSON Reader

Open source lightweight JSON parser with read only functionality written in C++.


Spaceboy Adventures

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SpaceBoy Adventures is a 2D side-scroller platformer which requires you to reach your home at the end.
You have to avoid the alien creatures and collect coins which score you some points.
When you reach your home, it spawns you onto the next level.
If you die, you’re back at the current level.
There’s a trigger at the bottom of the level to fall into the water making the player drown.