Michael Reitmeyer Portfolio

Description:

Below are some video examples of my personal work, as well as an image of a 3DS Max Model I created.

You can check out some of my personal projects on my youtube page: https://www.youtube.com/@GameDevMike/featured.
There are also a few playlists you can check out.

The Next 3 videos are samples from a DirectX 9 engine I wrote. I used this tech to create the Voxel and Terrain tech.

The next 4 videos are samples from a DirectX 11 engine I wrote. I used this tech to create the enviroment mapping, shadow mapping, and water tech. These use assets imported from Elder Scrolls IV: Skyrim. I used NifScope to export the assets as collada files and then wrote a tool to import that collada data into something my engine could use. All of these demos utilize vertex and pixel shaders written in HSLS.

Sprite Game: Custom C++ Engine:

Progress on a sprite based game written in C++ in my own custom DirectX 11 Engine. Each video shows different progress:
#1: Animations and player movement
#2: Scrolling World Map, Growing Plants, Draw Order Fixes, Modified HUD, Player looks based on Mouse position.
#3: Tilemaps exported from Tiled
#4: Animated tilemaps and color fix
#5: Layering so world objects can appear in front or behind player.
#6: Farming - Tilling, planting, growing plants. First enemy (slime) added.
#7: Tilling only works on dirt, plants only grow on tilled ground. Fishing started, tilemaps now have collisions. Player movement adjust when crossing bridge for 3D feel.
#8: Harvesting wood and ore, basic inventory, fixed draw order bugs
#9: New alchemy book UI
#10: Farming with all seeds working, inventory and hotbar setup, crop picking and added to inventory.
#11: Added ability to switch levels
#12: UI prompt for interactions, added storage and UI for it, added tooltips
#13: Implemented new dynamic lighting

Battle Chopper Prototype (Unreal Engine):

Prototype of a helicopter battle game built in Unreal Engine.

Voxel Engine (DX9):

Voxel Engine written in DirectX 9. Uses Perlin noise to create the landscape and caves. Inspired by the tech in Minecraft. Simple algorithms to calculate whether there is water and to create sand blocks near the water. Dirt on top with stone undernearth, as well as ore and coal type blocks. World is built into 32x32x128 chunks of cubes. Then each chunk is sent to the renderer. Faces of cubes are culled if they are adjoining other cubes.

Terrain Engine (DX9):

Terrain engine written in DirectX 9. Water has UV animation and specular lighting. Distance fog is also implemented in the pixel shaders.

Terrain Engine with Day/Night (DX9):

Terrain engine written in DirectX 9. Water has UV animation and specular lighting. Distance fog is also implemented in the pixel shaders. Day and Night cycle handled with a directdional light that rotates.

Environment Mapping Bottle (DX11):

Dynamic Environment Mapping on a round bottle using a cube map in DirectX 11. The cube map is updated in real time to give real time reflections.

Assets are imported from Elder Scrolls IV: Skyrim and Mods for Skyrim and do not belong to me. They are copywrite their respective holders.

Environment Mapping Sword (DX11):

Dynamic Environment Mapping on a sword (Glamdring) using DirectX 11. The cube map is updated in real time to give real time reflections.

Assets are imported from Elder Scrolls IV: Skyrim and Mods for Skyrim and do not belong to me. They are copywrite their respective holders.
Glamdring copywrite its respective owners and artists.

Shadow Tech (DX11):

Dynamic Shadow Mapping on 3 point lights using DirectX 11.

Assets are imported from Elder Scrolls IV: Skyrim and Mods for Skyrim and do not belong to me. They are copywrite their respective holders.

Water Tech (DX11):

Water Tech with Reflection and Refraction using DirectX 11. Render targets are used to store the reflection and refraction, then the normal map of the water is used to create the vector into those render target maps.

Assets are imported from Elder Scrolls IV: Skyrim and Mods for Skyrim and do not belong to me. They are copywrite their respective holders.

Unreal Engine Melee Sword Tests:

A few tests using Unreal Engine 4 to do melee sword combat. 5 videos showing progression of features, including targeting enemies, blood splatter, and decaptiation.

Glamdring (3DS Max Model):

My first attempt at using 3DS Max. Modeled a sword similar to Glamdring.

Elder Scrolls Online Mod:

I created a mod for ESO called Fence Info. It shows you how much you can fence, launder, how long till it resets and gives more info on bounties as well.