For my Digital Arts and Entertainment bachelor's degree I chose to do my end of studies internship as a Tool Developer at the main office of Larian Studios in Gent, an independent RPG developer founded in Belgium, who just released Divinity: Original Sin 2 the sequel to the critically acclaimed Divinity: Original Sin.
As a Tool Developer I created two new tools for internal use, written in C++/CLI and WPF. I also worked on the in-house engine of Larian, the Divinity Engine.
- New tool for 2-way diffing of binary files.
- New tool for creating issue reports from within the editor and game.
- Added several new console commands.
- Added the ability to load savegames from the project and level browser of the editor.
- Implemented the editor logic for supporting more view modes.
- Added compression support and usability improvements to the Memory Tracker Utility, which uses Qt for the UI.
- Added a new property to gameobjects for passing in development comments, and created an overlay utilizing Dear ImGUI to visualize them.
- Improved visualization of trigger zones.
- Improved the UI of the color grading tools.
- Some smaller enhancements and bugfixes.