Fortnite-Rocket Racing Console Porting

As part of Globant Games Studio, we collaborated with Epic to port the first version of the game to Nintendo Switch and Android for the multi-platform launch. My contributions included:
Working with Nintendo SDK:

- Deploying the SDK tools in a local PC and installing upgrades to the Devkits
- Periodical builds deployment on Devkits to playtest & profile
- Frame capture with Nintendo proprietary profiler for draw call analysis (RenderDoc for Android)
- Trace files capture and analysis with Unreal Insights of the Game thread
- Analysis of profile data captured with Unreal CSV Profiler (we used this to measure the performance deltas between playtest and after new updates of the Base Game)

Content Optimization:

- Set rules to Static Mesh collision usage and implementation. Used Epic's propietary tools for diagnostic
- Idem for LODs with the addition of a setup for multiplatform (Switch <= LOD 1, Android <= LOD2)
- Developed a tool for disabling shadows on LOD2 and lower on small & background props
- Texture streaming pool profiling
- Batch converting of texture maps to power of 2 size for correct streaming and implementation of Texture groups for multiplatform (Switch = 512px, Android = 256px)
- Content validation of new seasonal cosmetics and Niagara systems (LODs, Collision, Vertex Color, Scalability Settings)
- Material porting (Expensive translucent shader was converted to opaque dithered with quality switch for Switch/Android deployment)

Feature Implementation:
- World Partition System: I had the task to define HLODS layers and Grid Cell sizes to avoid mesh popping and culling issues. Ran profiling sessions in target platform (Switch / Android) to measure the game thread hit of the WP system.

-Bug fixing:
Post launch maintenance involved fixing bugs related to Materials, Niagara Systems and Textures in both platforms (Switch/Android)

Note: This was a multiplatform live service project, all the features and content optimization had to be validated to coexist with high-end platforms (PC, XSX, PS5)