Portfolio video (containing only most important projects, excluding my current XNA project) :
General info regarding my projects:
They have been coded just by me in my own engine programmed from scratch over the course of last 10 years. The only component I didn`t program into C++/DirectX platform is the external sound library "Audiere".
Everything else (rendering, gameplay, AI, level editor, input, engine framework, tools, installer, whatever else is necessary) is coded by me (with the help of my extensive book library or online forums).
Music has been provided by Sonic Farms, Art has been created by various artists (usually external).
My current XBOX360 / WP7 / PC Project - Deer Creek Shoot-Out
This is a straight C# / XNA port from C++ / DirectX that I`ve been working on in last 2 years (in my free time).
Click Here for YouTube Gameplay Video
Current XBOX360 build runs at 130 fps at HD - 1280 x 720. Thus, there is enough room for additional effects / features.
Status / New features :
Upon getting results from DBP competition (August 2012), I`ll submit the game to XBLIG. I`m also porting my virtually endless terrain streaming component (from DirectX / C++).
Click here for Massive Terrain Screenshots
1. "The Good, The Bad And The Gold" Game
3rd person action game with RPG elements (Inventory handling, Upgrading of Player`s abilities-Strength/Speed/Accuracy). Camera is adjustable from top-down view (overviewing huge area around hero) down to 3rd person view. Player receives the experience by killing enemies. Experience is used to upgrade his abilities (and those are necessary to use the items collected from crates).
Demo is limited to 2 levels (full version has 8 more massive levels).
2. "AquAttack" Game
Underwater action game with simulation features - similar to "Aquanox". Currently (as of September) only the terrain/vegetation renderer is done along with basic control scheme. More gameplay features should be added over the course of next months (if time
permits). However, what is interesting is that there is usually around 600.000 - 2.500.000 triangles in the scene, yet the demo runs fluently on the old GF6600 gfx card thanks to heavy mesh compression and optimizations.
3. "Knight`s Avenger" Game
Our first and oldest game, so it looks dated these days. It`s an action-logical game set in Castle Environment where the player`s goal is to find the bomb (after collecting all crystals) and detonate it near the Exit wall. There are several enemies distracting you from this goal though. Originally this was meant as a pure logical game without any violence, therefore player was getting rid of enemies by making
them walk into traps (falling floor, traps blocking access). However, our US budget distributor insisted on more action-oriented approach, so we added the weapon and shooting. Still, the game can be played the old way without killing the enemies. Demo is limited to 10 levels (full version has 31 levels).
4. "Lighthouse Screensaver"
It`s a 3D screensaver created as a contract work for one U.S. distributor. Interesting feature is the terrain renderer (with LOD of course) since there are 5 different materials/textures, yet it consumes only 2 texture stages and only 1 pass, which means it`ll look like this also on prehistoric gfx cards like TNT2 or GF2MX. Terrain was created by me (in one specific graphics software), the choice of textures and their adjustments (to fit together) was also my responsibility.Demo available upon request.
5. "Underwater Screensaver"
It`s a 3D screensaver created as a contract work for one U.S. distributor. I had to update my current Editor with lots of new features so that it is possible to comfortably edit all the cameras (there are 4 different types of static/dynamic cameras). The interesting thing is that it runs also on very low-end machines (Celeron 450 MHz, nVidia TNT2), so it`s optimized very much. Current PCs run the screensaver over 200-400 fps in many scenes. Demo available upon request.
6. "Lightmapper using Radiosity"
It`s a utility that I use to light the Interior environments (usually for screensavers). I`ve implemented Progressive-Refinement Radiosity to
calculate the lightmaps. For scene tesselation I`ve come up with a novel algorithm that tesselates each object into actual physical renderable squares corresponding to actual texels. Recently I have implemented radiosity into shaders and am working on creation of a demo showing that
real-time radiosity is possible on today`s PCs. Demo available upon request.