Jonas Kærlev

Director at Gears for Breakfast

Gears for Breakfast's Website

Contact: contact (at)


Local Box-Projected CubeMaps to fake interiors

Implementation taking inspiration in Parallax Corrected CubeMaps from Siggraph 2012. Implemented in C++ and HLSL for A Hat in Time. Very cheap implementation compared to realtime scene capturing.

Physically-Based Rendering Implementation in Unreal Engine 3

Left: Standard Unreal Engine 3 phong shader. Right: Our A Hat in Time PBR shader.

Implemented a physically-based rendering lighting model into Unreal Engine 3 for A Hat in Time (an engine that previously only supported phong).

Multi-channel textures and texture look-up tables (LUT)

Used in A Hat in Time for dynamic and instanced shaders.