About Me

I'm a fourth year Game Programming major with a Mathematics Minor at Champlain College in Burlington, VT.

I worked as a private online lessons tutor for iD Tech, teaching subjects such as scripting in Unity and 3D Modeling with Blender and Maya for the past two years.

I enjoy spending my weekends fixing up my 1981 Datsun 280zx and hiking the Adirondacks and the Green Mountain Range. When I have free time, I spend it socializing with my friends or 3D Printing and soldering a quadcopter.

About Me

Colton Soneson

Graphics Engineer and Game Programmer


FISSION EDITOR   [Source Code...]
C++ Vulkan SDK based renderer for the purpose of basic scene editing, working on GLSL shaders, animation programming, and new computer graphics techniques.

This is my own personal project for the past two years. I have been adding to it on a frequent basis, continuing to append new bits of graphics and animation work. 

Main features included in this editor:

  • Dual Vulkan API Based Renderer developed with C/ C++ techniques
  • Graphics Pipeline with Vertex, Fragment, and Geometry Shaders developed in GLSL
  • Graphics Settings such as MSAA, Mipmapping, etc.
  • Scene Structure and Manager for Adding and Editing Objects Realtime
  • Separate ImGUI Based Editing Interface that Communicates with Scene Renderer
  • Wavefront (.obj) and texture (.jpg / .jpeg) file loading
  • Lighting with Phong, Lambert, and Toon methods
  • Keyframe and Clip Controller creation and editing
  • Skeletal Animation with various Blending Operations (linear, bilinear, bicubic, etc) and Forward Kinematics
  • HTR motion capture file loading

  • FORKDRIFT   [Steam Page...]
    Forklift online PVP combat game created in Unity Engine. Currently on steam with over 70,000 downloads!

    I worked with Endless Suffering to complete this masterpiece. My job was to handle the graphics programming side of things, as well as vehicle physics and environmental lighting. What I contributed included:

  • Lambert Lighting, Toon Lighting, Grass and Water Shaders coded in Cg
  • Simulated Adjustable Sway Bar for Vehicle Stability
  • Vehicle Drifting Development and Scripting
  • Environmental Lighting Management and Settings
  • LWRP Management 

  • VAPORMAGE   [Source Code / Build...]

    Vapormage is a vaporwave-themed magic combat prototype that used a unique analog stick gesture based system for primarily one-on-one duels with against an AI.

    The project was developed by a small team out of Champlain College, Grilled Pigeon Studios, and was intended to be a prototype demonstrating combat, visuals, and a developed core game loop. Work that I contributed included:

  • Analog stick gesture-based casting system (called A.S.I.G.S)
  • Designer-friendly ASIGS/ Spell implementation
  • All spell effects, done by using the built-in UE4 Material Editor and the Niagara Particle System
  • All spell projectile physics and homing
  • Environmental Technical Art, including the skysphere, vaporwave sun, and building accents

  • Planet Builder in UE4   [Source Code...]
    Planet Builder is Unreal Engine 4 program that generates planets by using Fractal Brownian Noise on a procedural mesh shaped to be a cubic sphere. Some features include:
  • Adjusting surface given low, mid, and high range frequencies
  • Frequency dominance
  • Cubic sphere, unit cube, and rounded cube procedural mesh generation
  • Optional water sphere to cover planet
  • Mountain peak steepness adjustment

  • VR Skeletal Motion Capture in Unity   [Source Code...]
    A Unity program that uses an Oculus VR headset to record humanoid positional data to a HTR animation data file. What I contributed included:
  • Editor options for skeletal adjustments based on length of arms and height of person to their end effectors
  • Creation and incorporation of Forwards And Backwards Reaching Inverse Kinematics Solver (FABRIK)
  • OVR Plugin tracker and skeleton node setup

  • Virtual Vehicle PID Controller AI [Drive Download...]

    AI developed in C++ that abides by the characteristics and parameters a vehicle and driver would follow. This includes: braking, accelerating, shifting, engine RPM, wheel RPM, and gear / final drive ratios. It was developed as a final project.

    Gerstner Wave Equation in UE4       [Source Code...]
    Gerstner Wave equation implemented into Unreal Engine 4 using the vertex world position manipulation options. This was fit into a Champlain College project prototype: Aquatic Robotic


    Cowboy Shootout Game [Repo Link (under nicholas.soneson) ...]

    Game created using C++ that is based on a minigame from Stardew Valley. Using a few techniques from Game Engine Architecture, Third Edition

    What I contributed includes:

  • Transition from using Allegro Graphics System to SFML
  • Score System
  • Moving Obstacle Spawn and Control System
  • Enemy AI Movement and Attacks
  • Menu, Options, Language Support, and Save / Load System
  • Sound System
  • Level and Bounds
  • Sprites and Sounds

  • Basic Ray Tracer from Ray Tracing In One Weekend by Peter Shirley       

    Followed Peter Shirley's basic ray tracing tutorial that's entirely CPU based, and adjusted it to show output to ppm file progress bar. Artifacting in the image above was from material attached to spheres and background.