Feature:Dynamic 24 hour time cycle (sunrises, sunsets, blue sky and shimmering moon)
Feature:Physically based rendering model with multiple atmospheric sun scattering
Feature:Simulation of astronomically correct sun, stars and moon
"We worked closely with Confetti in bringing Vainglory to Android. Wolfgang and his team bring a wealth of knowledge and expertise to any project and they have done an amazing job helping us built out various systems and features. Fast, effective, and just a great group of people to work with. Highly recommended!"
— Tommy Krul, Co-Founder & CTO, Super Evil Megacorp
Cloud Imperium Games – Star Citizen
“We worked with Confetti over the course of a year on prototypes for several R’n’D projects such as our shader-based ship damage system and volumetric explosions. They’re extremely professional, deliver results and easy to work with and really helped at a time when we had a shortage of graphics programmers.”
– Ali Brown, Director of Graphics Programming, Foundry 42 / Cloud Imperium Games.
"The numerous projects we’ve worked on with Confetti over the years all exhibit a number of common traits that keep us continually on the lookout for new engagements with them: namely a deep technical understanding of the graphics pipeline, the APIs, and the latest rendering techniques; a high level of diligence, timeliness and responsiveness during production; and finally an adaptability and trustworthiness in a partner that’s definitely refreshing."
- Chris Seitz, Intel
Square Enix – Extending an existing Engine
"We worked with Confetti on Murdered: Soul Suspect and their quality, speed, and professionalism were simply amazing."
- Naoto Sugiyama, Square Enix
Insomniac – 2 day Graphics Programming Consulting
"We invited Wolfgang for a 2 day Graphics Consulting and he provided valuable insight based on his broad experience, expertise and practical knowledge of real-world implementation issues. I am more than happy to fully recommend Wolfgang’s services as a consultant."