Projects

Base building game (C# / Unity)

A resource management game to develop and defend your planet from relentless asteroid waves.
The game features a procedural grid-based planet using icosphere and cellular automaton algorithm, custom shaders, procedural asteroids, event system, scene and input handling, missions, dynamic news reporting, structures, wave spawning, simulation controls, and progression mechanics.

Game hook Gameplay Menu Gameplay

Pathfinder visualizer (C++ / SFML)

Explore Breadth-first, Depth-first, Dijkstra's, and A* algorithms in action as they navigate mazes.
Designed with strategy, adapter, and facade patterns, and used premake5 for build configuration.

Creating start & end tile. Breadth First path Visualizer. Depth First  path Visualizer. Dijkstra's path Visualizer. A star path Visualizer. Depth first Visualizer in random grid.

Tic tac twist (Python / Pygame)

A twist on the classic tic-tac-toe, with new boards, rules and moves!
I created a custom game framework to manage scenes, input, UI, and events. I implemented negamax, a variant of minimax, for the AI. To optimize, I implemented custom bitboards to store the boards and compute the solutions, along with multiple pruning techniques.


Menu Gameplay End card

Narrative-driven fighting game (C# / Unity)

Experience a comical narrative-driven fighting game.
I've incorporated an event system, scene manager, input system, dialogue system, skill tree, AI, and NPCs, ensuring a well-structured code architecture. Additionally, I've managed documents, scrums, team meetings and team boards on Assembla.

Fight Game Image 1. Fight Game Image 2. Fight Game Image 3. Fight Game Image 4. Fight Game Image 5. Fight Game Image 6. Fight Game Image 7. Fight Game Image 8.

Turn-based strategy game (C++ / UE4)

Engage in a strategy game with unique AI and grid-based levels.
I developed the tilemap, turn system, characters, camera system, and AI using behavior trees. Additionally, I created UML, process view, and design documents, as well as art assets and levels.

TurnBase Game Footage Gif.
TurnBase Game image 01. TurnBase Game image 04. TurnBase Game image 03.

Game engine (Modern C++) | In early development

A passion and learning project in a very early development stage.
So far, I have implemented the very high-level architecture, an event system, input system and ecs. Currently working on OpenGL renderer. Library dependencies: GLFW, GLAD, Dear ImGui, Spdlog and GLM.

Engine placeholder.

Stealth game (C# / Unity) | In early development

An atmospheric mobile game featuring unique enemies, and interactions with some story elements.
I've implemented an event, input, level, UI and AI system. The AI combines a behavior tree and state machine, utilizing visual, auditory, and environmental inputs for player detection.

Gameplay Lobby Menu

Other projects

Small projects allowing me to experiment with Paper2D(UE4), unity shaders and some simple algorithms.

HammerJam Gif 01. HammerJam Gif 02. Shader Game Gif. Bobble shooter Gif.

Artwork

Fish hunter house

Fish Hunter texture and wireframe.


Created a game-ready stylized exterior. Used 3Ds Max, Maya and substance painter.

Dynamite time bomb

3D Bomb Turn Table Gif.


Prop study of a Time Bomb. Achieved realistic look using Photoshop, and created textures from scratch. Modelled in Maya and 3Ds Max, rendered in Vray renderer plugin.

Stylized axe

Stylized Axe Image.


Created a game-ready stylized prop using the industry-standard pipeline. Created the low poly Model and UVs in Maya. Sculpted the details in Zbrush. Textured in Substance Painter.

Sci-fi tram

Scifi Tram Gif.


Created a futuristic Scifi Tram within a time constraint. Modelled in 3ds Max and textures created in photoshop.

Facial sculpting

Facial Sculpts Image.


Study of sculpting facial anatomy. Created the entire sculpture from scratch in Zbrush.

Simple hard-surface modelling

Sci-fi Tram and Bike Images


Study of using real-life references and concept art for modelling. Used a 'Real Toy Truck' and '2D concept art of Bike' as references.

Exterior modelling

Exterior temple and house images.


Created exterior models in limited time using texture tiling and compositing in 3ds Max itself.