Sapphira Riza

Redmond, Washington, United States Contact Info
158 followers 156 connections

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About

Hi I'm Sapphira! I've been working as a programmer in the games industry for over 4 years…

Activity

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Experience & Education

  • Midwinter Entertainment, a Behaviour Interactive Company

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Projects

  • Six Days in Fallujah

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    Six Days in Fallujah was a challenging technical project to work on, and required a lot of collaboration between disciplines to develop such an ambitious project, especially given the relatively small team size. As the project evolved, so did my skills and interests, and eventually I solidified myself working on programming artists tools for procedural generation, and developing the sophisticated lighting systems required to achieve the project's high fidelity goals. From [redacted but…

    Six Days in Fallujah was a challenging technical project to work on, and required a lot of collaboration between disciplines to develop such an ambitious project, especially given the relatively small team size. As the project evolved, so did my skills and interests, and eventually I solidified myself working on programming artists tools for procedural generation, and developing the sophisticated lighting systems required to achieve the project's high fidelity goals. From [redacted but seemingly uncomplicated problem] to reinterpreting and recoding how an entire term in the lighting formula is applied.

    https://www.sixdays.com/news/introducing-procedural-architecture
    https://www.sixdays.com/news/sitrep-global-dynamic-lighting

    See project
  • Vector Field Terrain Editor

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    • Rendering of vector field terrain with texture-encoded vertex offsets
    • Modifying terrain geometry at runtime with brush tool
    • Tri-planar texture mapping and normal mapping
    • Spatial partitioning with terrain cells

  • Suara

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    Graphics Programmer / Technical Director
    Fast-paced action roguelike featuring dynamic interaction between gameplay and audio
    • Showcased at PAX West 2017
    • Developed fluid-like mesh deformation on GPU with HLSL 5 Compute Shaders
    • Programmed DirectX 11 framework to accommodate quick iteration of graphics features
    • Supervised teammates’ implementation of the core engine systems and engine integration
    • Designed and maintained Git / SVN repository for code and binary assets…

    Graphics Programmer / Technical Director
    Fast-paced action roguelike featuring dynamic interaction between gameplay and audio
    • Showcased at PAX West 2017
    • Developed fluid-like mesh deformation on GPU with HLSL 5 Compute Shaders
    • Programmed DirectX 11 framework to accommodate quick iteration of graphics features
    • Supervised teammates’ implementation of the core engine systems and engine integration
    • Designed and maintained Git / SVN repository for code and binary assets respectively
    • Designed Visual Studio 2015 build configuration to isolate each core game system

    Other creators
  • Swapgoats

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    Competitive multiplayer game where players teleport their opponents into hazardous situations
    • Created delegate-based messaging system to provide designers with familiar workflow
    • Architected and implemented component-based core engine
    • Improved player experience by implementing score feedback effects
    • Created reflection-based serialization system to support data-driven design

    Other creators
  • Other Projects

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    Bubs! – Showcased at PAX Prime 2015 – Gameplay programming – 3 Developers
    Void Rogue – 1st in Game Jolt’s Chaos Competition – Gameplay in C#/XNA – Solo Project

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