Metro Awakening
Description
A AAA VR stealth-action shooter in the Metro 2033 universe.
Duration
3 years (Sep 2021 — Nov 2024)
What I did
Designed, implemented, and maintained all AI systems, including Perception, Cover, Groups, Barks, etc
Implemented various enemy behaviors
Successfully introduced Functional Testing which improved bug-fixing speed and reliability
Onboarded, supported, and mentored multidisciplinary team members to build AI encounters
What I used
Unreal Engine 4/5, C++, Blueprints, HTN , EQS
The Game's Website
HTN AI in UE4/5
Description
A plugin for HTN (Hierarchical Task Networks) Planning AI in Unreal Engine 4 as
an alternative to the built-in Behavior Tree functionality.
The plugin later became the backbone of enemy AI in Metro Awakening .
Duration
6 months
Features
Node-based HTN graph editor
Seamlessly using blackboard data as worldstate
Ability to make custom nodes in both C++ and Blueprints
Parallel planning
Any-order planning
Integration with the Visual Logger
Integration with the Environment Query System
Realtime debugging features
What I used
Unreal Engine 4/5, C++, Blueprints
Offical Website
FAB page
Spacewave
Description
A VR Experience where players learn the principles of radar by shooting and catching waves.
Each caught wave paints a part of an alien cave with colored dots.
Duration
8 weeks
What I did
Core gameplay
High-performance multithreaded wave spawning and dot casting
Gun & Radar effects
Swarming fireflies
What I used
Unity, C#, VRTK
Download
GitHub
Sealed
Description
A puzzle game made in a custom C++ game engine.
The player may give up arrow keys to create panels and use them to solve puzzles.
Duration
4 weeks
What I did
Engine (see below)
Resolution-independent UI system
Level design & export tools for Unity
Tweening
What I used
C++, C#, OpenGL, GLSL, Lua, Lua C API, Assimp, Unity
Download
More info
GitHub
C++ Game Engine
Description
An Entity-Component-System C++ game engine with OpenGL rendering and Lua scripting support.
Duration
5 months
Highlights
Cache-efficient Entity-Component-System architecture
Physically-Based Rendering (PBR)
Soft shadows
Draw call batching
Versatile resource-management system
Lua scripting support
What I used
C++, OpenGL, GLSL, Lua, Lua C API, Assimp
More info
GitHub
Mr. Whiskers
Description
Lane-based runner about a cat's journey to heaven.
Duration
3 weeks
What I did
Led a team of 2 programmers and 4 artists
Custom level representation
Event broadcasting system
Adaptive tutorial
Various gameplay features
What I used
Unity, C#
Download
More info
GitHub
Asgard
Description
A first-person grappling hook game in a Norse mythology setting.
Duration
2 weeks
What I did
Led a team of 2 programmers and 4 artists
Player controller which supports wall-running and chain-swinging
Persistence system for checkpoint loading
Enemy AI based on 3D steering behaviours
What I used
Unity, C#
Download
More info
GitHub
Island Defence
Description
A first-person shooter made in a one-man project.
Defend an island against waves of invaders using a gun and a shield.
Duration
6 weeks
Highlights
Enemy AI with navigation and ballistic trajectory calculations
Adaptive airdrop system that forces the player to keep moving
Custom low-poly water shader with waves and foam
What I used
Unity, C#, Cg
Download
More info
GitHub