PS5 Engine

Project information

  • Introduction
  • This game engine has been developed in conjunction with the DevKit for the PlayStation 5 console, together with a team of 4 programmers, an artist and a level designer. In addition to this, a demo game has been developed to test the game's engine capabilities. Rendering, physics and audio have been used to develop a video game.

  • Programmers
  • Xema Maestre Quiles, Héctor Ochando Casañ, Sebastián Valdés Sánchez and Joel Vinaroz Giménez.

  • Skills developed
  • C++ and PS5 SDK.

  • Development duration
  • 7 months (November 2024 - May 2025).


Engine Capabilities

This custom PlayStation 5 engine was built with performance and scalability in mind, offering a wide range of real-time rendering and gameplay systems:

  • Mesh rendering using instancing and bindless texture resources.
  • 🌿 Interactive grass system reacting to wind and player footsteps.
  • Deferred rendering pipeline with depth prepass optimization.
  • 💡 Full PBR lighting model with real-time shadows.
  • 🦴 Skeletal animation support for animated characters.
  • 🌌 Skysphere.
  • 🔤 2D and 3D text rendering, including billboard text in 3D space.

PS5_2 PS5_1

My role in the project

I collaborated with three other programmers to develop both the engine and a playable demo designed specifically for PlayStation 5 hardware. My focus was on gameplay systems and user experience.

Core Features & Techniques

My contributions to the engine included a wide range of systems focused on gameplay and performance:

  • 🎮 Implemented a shared-screen local multiplayer system for 2-player gameplay.
  • 🔊 Developed a 3D audio system that runs on a separate thread to ensure smooth and responsive audio playback.
  • 🕹️ Created gameplay interactions like levers and in-game triggers tied to player actions.
  • 📦 Designed a full packaging system to compile and deploy the demo as a PS5 application.
  • 🦴 Implemented the initial version of the skeletal animation system based on the LearnOpenGL tutorial, enabling bone hierarchy and GPU skinning.

Key Outcomes

This project allowed me to work directly with PlayStation 5 devkits, gaining experience in low-level optimization, parallel programming, and real-time rendering pipelines. It also strengthened my ability to collaborate closely in a team to deliver a technically solid and playable product on console.

© Copyright Joel Vinaroz Giménez