Here's some of my work

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 editor screenshot
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
GitHub

Sealed screenshot
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
More info GitHub

Engine rendering showcase
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 screenshot
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#
More info GitHub

Asgard screenshot
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#
More info GitHub

Island defence main menu
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
More info GitHub