The Defiant Cover Image

The Defiant

PC | 2021 | Multiplayer | First-person Shooter
The Defiant is a co-operative first-person shooter set in a futuristic oriental cyberpunk city. An evil corporation has been exploiting and enslaving people for their own profit. Through this hardship, a rebellion group named The Defiant emerged. You play as one of two sisters from The Defiant and must mow through the Corporation's defenses to overthrow the Corporation and win back their freedom. A rebellion is not for the faint of heart, will you step up and be one of The Defiant?
The Defiant In-game Screenshot

Development

The Defiant was an extremely tricky and technical development that was highly ambitious for a student project with a timespan of two semesters. I served as the team’s Co-Producer, Technical Lead, Graphics Programmer, Tools Programmer, and Composer.

We wanted to achieve a cyberpunk shooter with well done lighting (despite having no dedicated artists), a fun co-operative multiplayer shooter (with game designers who were mainly relegated to creating art assets), while attempting various technical challenges. The end result was a game which would definitely have benefited from additional months of work but it was nevertheless a great learning experience.

Highlights

Voxel Based Rendering
Indirect Lighting & Physical Based Rendering
The game was built using Vulkan as the rendering API, which was primarily managed by my colleague Marcus, while I focused on the implementation layer. For this project, I looked to achieve real time indirect lighting using a technique known as voxelization alongside a physical based rendering system. However, I faced difficulties optimizing the algorithm while maintaining frames and thus, with the lack of time, the indirect component was scrapped from the final game and instead the voxels were used to generate less than ideal shadows.

I consider the final visuals of the game a huge failure on my end but it was an extremely insightful lesson which resulted in countless days examining RenderDoc captures and looking at possible areas of optimizations.
The Defiant Custom Editor
Win32 Custom Editor
Using Win32 to build the editor from the ground up was an extremely laborious task and the experience taught me the importance of coding patterns as a means of writing highly modular, expandable, and maintainable code. From manually recreating Android’s RecyclerView to handle infinitely large number of objects in a hierarchy, to many unsuccessful attempts at building dockable windows, to building a node graph editor for the material rendering system, I had a great experience building an important tool and constantly communicating with the team’s designers to get feedback on the editor’s usability.

Unfortunately for the first semester of the project, the editor was built and maintained solely by myself alongside with my other roles in the project. Because of the huge amount of work required to maintain the editor and it’s eventual slow down when handling huge scenes, a decision was made to migrate the editor to Dear ImGui so that more members on the team could help maintain the editor and I could focus on the rendering pipeline.
Howl OST Cover
Original Soundtrack
The game’s soundtrack was composed from scratch and made dynamic - each track has unique transitions and changes according to in-game events. In addition to over 200 lines of in-game dialogue I had to record, I got the chance to produce a soundtrack spanning multiple genres, featuring live vocals and also live instruments.

The full soundtrack is freely available below and more details on each track will be on a future blog post!