Saurabh Buttan
← Work
Puny Human
Striking Distance Studios
KRAFTON
PROFESSIONAL WORK / PUNY HUMAN / UE4.27

The Callisto Protocol

Rendering, lighting, and artist tools for a production game.

As a Rendering & Systems Engineer at game-development studio Puny Human, I worked with Striking Distance Studios on real-time graphics for The Callisto Protocol. My work with rendering and technical-art teams covered engine fixes, performance investigations, and C++/Python material tooling.

C++PythonUE4 shadersPIXRazorRenderDoc
The Callisto Protocol cover art
MY CONTRIBUTIONS

Inside the work

01 / RENDERING

Lighting & shader development

Modified UE4’s Material and BasePass engine code to support custom lighting that brought out detail in Jacob’s face.

Fixed a UE4.27 issue where small rectangular lights behaved like spotlights on translucent materials.

02 / ARTIST WORKFLOW

C++ & Python material tools

Built an Unreal Engine tool that reduced unnecessary material layers, helping technical artists create optimized materials.

This work connected engine-level implementation with the practical needs of the technical-art team.

03 / PERFORMANCE

From GPU traces to actionable fixes

Investigated level bottlenecks using PIX, Razor, and RenderDoc, examining deferred-rendering buffers and scene information to produce detailed reports for the team.

  • Used Razor traces on PS5 development hardware to analyze timing and the behavior of spotlights and rectangular lights on translucent materials.
  • Worked on GBuffer clearing through a pixel-shader path in place of a compute-shader path to improve performance.
  • Discussed potential fixes with the teams using captured traces and profiling results.
04 / SYSTEMS

Engine & gameplay fixes

  • Fixed dynamic-resolution scaling on AMD PCs.
  • Fixed a gameplay issue with dynamically setting siren speeds.

The Callisto Protocol official launch trailer

The Callisto Protocol official launch trailer Watch on YouTube