Challenges faced
-Research of existing rendering techniques
A key question of a rendering engine is how it understands lights, materials and objects and presents them. Each technique has its pros and cons. To find the most suitable technique I implemented Forward, Deferred and Clustered lighting techniques within the engine and analyzed their performance with likely customer use.
-A chosen rendering technique
Clustered lighting was chosen to be the best solution given the specification. The key arguing point was that being a game engine that would have vastly different visual styles created for it. It would benefit customers to have simple shaders with different types of BRDF and light interactions.
-Interacting with future content partners
Being a content platform, Mivvo needed active users early on in it's development that would create great content to attract other users. To this end, forum communication, blog posts and virtual gathering on Second Life were attended to help and attract content partners with Mivvo.