Songs of Steel

Graphics & Core programmer [2020-23, in dev]

Developer: Meteorbyte Studios
Genre: Strategy, turn-based.
Players: Singleplayer.
Engine: Unity.
Role: Core programmer, Graphics programmer, Technical Artist.

Release info:

Songs of Steel: Hispania is an up-coming PC game, for which I have contributed in a range of core and graphics programming tasks, and some remarkable work under the role of tech artist.

Tools Programming

Designed and implemented multiple key tools in asset creation pipeline for the game. Among them:

  • Node-based editor for Narrative Designers to structure both quests and dialogue assets in Unity,
  • In-engine hexagonal tilemap editor, allowing the modification of navmeshes, level terrain conditions, trigger areas and enemy spawn zones,
  • In-engine grass brush tool, for populating levels with procedurally-generated grass geometry.

Graphics Programming and Tech Art

The game has a custom deferred Render Pipeline, extending the capabilities of Unity’s default URP forward renderer, presenting a custom toon lighting model that tries to match a comic style similar to the one found in Mike Mignola’s works.

Also, technical art work is present in a variety of forms, as:

  • Tree foliage shader,
  • Volumetric snow effect for cold environments,
  • Colored mask for occluded characters,
  • Level decal system,
  • and others.


Other Responsibilities

Other notable work in this project can list as:

  • Design and implementation of a level and asset loading pipeline.
  • UI programming and effects.
  • Game settings and save system.
  • Navigation AI and path-finding for units and individual models.