Renderer for Kaiko Project 5
Jan Enders / May 2025
In my three years at KAIKO, I worked on “Project 5”, a top-down action adventure from a beloved THQNordic IP that sadly did not make it to release. The game was built entirely on in-house technology, and the main part of my work was building the render in a small two-person team together with Senior Programmer Florian Eisele.
Being such a small team, I got to work on many different parts of the renderer, which was a great learning experience.


The renderer features that I worked on include:
- Forward plus rendering architecture with compute shader-based light culling
- Implementating our own set of PBR shaders based on a metalness/roughness workflow
- Image-based lighting with environment maps for specular and irradiance maps for diffuse
- A number of special-purpose shaders like water, foliage, refractives, ghosts etc.
- Specular Anti-aliasing
- Decals
- Height Fog
- Terrain shader with heightmap-based blending between materials and soft intersections with other geometry
- A variety of Post FX, including Atmospheric Scattering, Depth of Field, Color Grading and Automatic Exposure
- Implementing a custom Tonemapper with an adjustable curve
- Prototype Implementation of Light Propagation Volumes
I also implemented some tool functionality to integrate with our renderer, such as:
- Filtering HDR cubemaps into irradiance maps
- Automatic merging of material textures based on semantic flags
- Integrating newer block compression formats (BC 4 - 7) into our texture conversion pipeline
Our codebase includes a platform abstraction layer, which I also contributed to by implementing support for compute shaders, ReadWriteBuffers, and ReadWriteTextures. In terms of APIs/Backends, I mostly interacted with Vulkan for PC and the NVN Library for Nintendo Switch.