Autodafe is a dual stick infiltration game, where light can either be your best ally or your worst enemy.

It's a game where I do everything. If I put all the game design, UX design and sound design on the side, and stick to the dev challenges, I can recall some of them.
Scene management : loading and unloading level districts on the fly, based on the player position, without collapsing the frame rate.
Light : especially the performance bottleneck part. I baked all the static light sources, but as the player and the enemies can carry various dynamic light sources, quality / performance trades where common, mostly on the shadow quality domain.

Pathfinding agents : Here also there's perfomance issues, as the graph was not static. In fact, every time the player open or close a door, the node connections needs to be updated, so does the path of the enemy (even an ongoing one)

Sound occlusion : In Autodafe, sound and especially footsteps are important in the game design. The trick here is to use the pathfinding agent graph to compute the closest path the sound wave has to take to reach the player, and then performing some alteration based on the types of obstacle accross the source <> player segment.
Some more screenshots about other features of the game :


