During my internship I worked at a local game company in Lund that are turning children into math stars using game embedded teaching!
Working with the lovely people at Akribian was a joy. The Game Assembly had prepared me well and I felt like I fit in from day one.
Just like TGA we had a daily stand up meeting in the morning where we talked about yesterdays progress and today’s tasks. We reviewed each sprint with a feature fanfare to showcase our accomplishments. Prior had I mostly used Perforce and SVN for Version Control. I had a little experience with Git from some personal projects and the occasional clone for building on Linux. At Akribian I got to work with it everyday and grew to love the Pull Request workflow! I also got familiar with the Atlassian Work Suite and task managing on their platforms.
Akribian was a small, but tight team which gave me opportunities to not only work cross disciplines, but also take on tasks broader than usual. Not only did I design new systems, work on fixing rendering issues, and new gameplay features. I also go to implement new levels, building tile maps, building VFX, adding art to the game and writing my own shaders.
Prior I had little knowledge of shaders and had only built the necessary stuff for PBR. I understood basic rendering concepts and how the pipeline was structured, but during my time at Akribian I took on tasks that allowed me to research and get a deeper knowledge of how common rendering tricks and techniques.
My new shader knowledge also came in handy as I could use it to solve rendering bugs present when I started working on Count On Me!