Sonic Colors: Ultimate

Remaster and port of AAA 3D platformer from one proprietary C++ engine to another.

  • Generalist engineering support spanning gameplay and tools systems.
  • Collaborated with artists and designers to provide a custom post-process volume tool to meet deliverable visual quality.
  • Debugged a highly optimized, foreign-language codebase to rapidly deploy gameplay fixes.

Not long after starting at Blind Squirrel Games, The Sims 4 support we were providing was sunset and we began work on a new project–Sonic Colors: Ultimate, a remaster and port of the original game, Sonic Colors. For a few short months, I assisted in porting the game not only from the Wii to PC, Nintendo Switch, Xbox One, and PlayStation 4, but from the original Hedgehog Engine to the well-known open-source engine, Godot.

My time on the project was admittedly very brief but finally exposed me to areas of game development outside of user interface. In particular, core systems and editor tools.

At the time, Godot’s editor didn’t have support for UE-like post-process volumes, which was something our environment team really wanted for the remaster we were doing. It was a challenge because, at that point, the bulk of the work I had done was 2D. Now I was tasked with making not just a tool but one that would exist in the 3D editor space.

It ended up being the first time I scripted a component outside of the context of UI, as well as did some 3D math which would be used for making a lerping parameter for transitioning between volumes. It was incredibly rudimentary but I learned a lot.