

Intern Experience
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Project Name
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Project Name
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Project Name
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What was it like?
My first internship started the 13th of Februari and ended at the 7th of Juli where I worked at XForm, a very small company but still a very lively one. Here I got a better idea of what working in a company would be like, skills I will no doubt use in the future and much much more. My time at HLO prepared me for this and still I was quite blown away by how different it feels. During my few months there I have learned that I still got alot TO learn in both becoming a full grown developer and becoming full grown as a person.
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Below are some of the things I made during my time on the XForm team.


The very first thing they asked of me is to make some realistic looking fireworks, giving me some examples to work with from other games.


Up here are two minor projects, replicating proper "victory fireworks and what we call the "rammstein flame effect"while on the other side we began working on some lightning to fit into the game's weather system, this one made with VFX.

Around the same time as the lightning project I had worked on multiple weather scenerios ranging from snow, heavy snow, rain, heavy rain, sandstorm, falling leaves and pollon. These were attached with scripts that would automatically attach them to the camera at the right height in order to simulate the weather being everywhere without having a giant particle system covering the whole map.


One of the bigger projects they gave me was reworking all of their weapon effects that they made for a previous game, this required alot of examples and looking at how the old ones looked to see how they could be improved in a sense, the bullet/rocket trail, the muzzle flash, the smoke, the empty shells, everything had to be reworked. But that task in particular I learned alot about how to properly handle bigger duties like that.


The last two videos are of two of the weapon projectiles that deserved their own little video since they were made a bit differently than the avarage rocket or bullet with muzzle effect and smoke. These ones were for the laser, railgun and the enerygun. Each of them composed of multiple particle effects and scripts to make the full effect play out and in the right order.