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The Cooking Game VR

The Cooking Game VR

Platform: VR (SteamVR, Meta Link PC, Meta Quest)

Stack: Unity, OpenXR, Wwise, URP, Netcode for GameObjects

  • Developed interactive and immersive virtual reality (VR) experiences using Unity game engine
  • Created advanced gameplay mechanics and systems for VR project
  • Collaborated with artists and designers to implement models, animations, and visual effects into Unity
  • Optimized performance and ensured smooth frame rates by implementing efficient coding techniques
  • Integrated audio with WwiseSDK.
  • Debugged and resolved technical issues and bugs within the game

COVID-19: The Beginning

COVID-19: The Beginning

Platform: Web, Windows

Stack: Unity, DOTween, Post-Processing Version 2, Input System

This game was created in 96 hours for the GMTK Game Jam 2024 with the theme 'Built to Scale' by a team of six. As the team lead, I developed and implemented most of the mechanics while working closely with the artists. I also assigned responsibilities and tasks within the team. As of August 22, the game is ranked in the top 43 out of more than 7,500 projects.

Asset Pipeline

Asset Pipeline

Platform: PC, Android

Stack: C++, Zlib

In game development, raw resources, such as graphics, audio, and other multimedia elements, are often not initially optimized for efficient usage within games. These resources may come in high-resolution formats or sizes that can impact the game's performance, increase loading times, and consume unnecessary storage space.

The Asset Pipeline module addresses this challenge by serving as a vital intermediary step in the development process. It takes raw, unoptimized resources and transforms them into a format suitable for seamless integration and optimal performance within the game.

Wind

Wind

Platform: PC

Stack: C++, Boost, OpenGL, Ultralight, TypeScript, React

Written in C++, is the most complex project I have developed, a large ecosystem of various modules and tools. During the development, I encountered many different problems, which significantly increased my level as a specialist. And the most difficult challenge was to develop the right architecture for such a project, which was intended to be as flexible as possible.

Into The Abyss

Into The Abyss

Platform: Android

Stack: Unity, DOTween, UI Toolkit, Github Actions with GameCI

The main goal of this project was to study CI/CD. The project architecture is based on the Model-View-Presenter pattern along with the Services pattern for better separation of concerns. Continuous Integration and Continuous Deployment pipelines are set up using GitHub Actions and Game CI, automating the build and testing processes for efficient development workflows.

Depths-of-Darkness

Depths-of-Darkness

Platform: PC, Android

Stack: Unity, Zenject, DOTween, UI Toolkit, Netcode for GameObjects, Unity Relay

This project follows best practices and utilizes various technologies to create a robust and maintainable game application. The project architecture is based on the Model-View-Presenter pattern along with the Services pattern for better separation of concerns. Zenject is used as the dependency injection framework to manage object composition and support the Inversion of Control (IoC) principle. The project leverages Netcodes for GameObjects, facilitating seamless multiplayer functionality. Netcodes provides a robust framework for synchronizing game state across networked clients, enabling a smooth and responsive multiplayer experience.

Dino

Dino

Platform: Android

Stack: Java, LibGDX, Google AdMob, Python

The game was developed in a couple of days during my first-year vacation in collage. Interestingly, for the leaderboards, I decided to write my own service in Python, which I then hosted on Heroku. There are several locations that unlock as you progress, but otherwise, it’s just the usual dino game.

Brainfuck

Brainfuck JIT on LLVM

Platform: PC

Stack: C++, LLVM

"Brainfuck JIT on LLVM" is a project aimed at creating a Just-In-Time (JIT) compiler for the Brainfuck programming language, utilizing C++ and LLVM (Low Level Virtual Machine) for efficient code execution and optimization.

Life-is-Beautiful

Life is Beautiful

Platform: PC

Stack: C++, UDP/IP, OpenGL, SDL2

The multiplayer feature based on UDP is implemented through a server and clients that exchange data without establishing a connection, providing fast information transfer, although with less reliability compared to TCP. The server receives and sends data to the clients, synchronizing the game state in real-time. Clients connect to the server, send their data, and update their state based on the received information.

Two-Color

Two Color

Platform: PC

Stack: C++, SFML, TGUI

Using C++ as the core programming language ensures high performance and control over system resources. SFML's simplicity and power make it an excellent choice for handling graphics, audio, and input. TGUI complements SFML by streamlining the creation of user interfaces, allowing developers to focus more on gameplay and mechanics rather than UI intricacies.

Minecraft

Minecraft Clone

Platform: PC

Stack: C++, OpenGL, SDL2

A procedurally generated, blocky world made up of various types of blocks that players can mine and place. Utilizes OpenGL for rendering the voxel-based world, providing smooth and efficient visual performance.

Magician Adventure

Magician Adventure

Platform: PC

Stack: Unity

One of my first games developed using Unity is a simple classic platformer designed for the PC. Players navigate through levels by jumping over obstacles, running across platforms, and avoiding hazards.The game features various enemies and environmental hazards that players must overcome to progress.

Tank World

Tank World

Platform: PC

Stack: C++, SDL2

One of my first more or less finished games, which I wrote in 8th grade. At that time, I wrote my first game engine for it, which I later used to develop a few smaller games. In this game, rendering was done through SDLRenderer, but over time, I transitioned the engine to OpenGL.

Space-Home

Space Home

Platform: Web

Stack: JS

In "Space Home" players face a series of challenges as they work to safeguard Earth. Players control defenses or weapons to protect Earth from incoming asteroids. Shoot asteroids before they collide with the planet. Players can enhance their spaceship with various upgrades, such as improved weapons, attack speed, or move speed. These upgrades are crucial for dealing with increasing threats.

Planets

Planets

Platform: PC

Stack: C++, SDL2

In "Planets" players must strategically occupy planets in space, focusing on expansion, resource management, and tactical decision-making. Procedurally generated planets and star systems ensure a unique experience in every playthrough.

find-or-to-lose

Find or to lose

Platform: PC

Stack: C++, SFML

In "Find or to lose," players control a character navigating through a maze, collecting items while avoiding enemies. Collectible power-ups provide temporary advantages, such as increased speed or invincibility, aiding in the player's quest. Various enemies patrol the maze, and players must avoid or outsmart them to survive.

clouds-dungeon

Cloud's dungeon

Platform: PC

Stack: C++, OpenGL, SDL2

In "Cloud's Dungeon" players explore procedurally generated dungeons filled with monsters and treasures. As a roguelike, the game features permadeath, where each playthrough is an opportunity to improve and learn from previous runs.

chekers

Checkers

Platform: PC

Stack: Python, PyGame

"Checkers" is a PC game developed using Python with PyGame, a popular library for creating games and multimedia applications. This game was a commissioned project and represents my first experience receiving payment for a game development project.

tic-tac-toe

Tic Tac Toe

Platform: PC

Stack: C++, OpenGL, ECS

"Tic Tac Toe" is a PC game developed using C++ with OpenGL for rendering and an Entity Component System (ECS) architecture for managing game entities and their behaviors. This classic game is brought to life with modern graphics and efficient code organization.

tower-defender

Tower Defender

Platform: PC

Stack: C++, OpenGL, SDL2, Box2D

In "Tower Defender," players focus on defending their base from waves of incoming enemies by strategically placing various types of towers. Players place different types of towers along a path to attack and slow down enemy units.

3d-maze

Pseudo 3D Maze

Platform: Web

Stack: JS

Game is a web-based game developed using JavaScript. This game likely employs techniques to simulate a 3D environment using 2D rendering methods, creating an immersive experience for players navigating through a maze.

asteroids

Asteroids

Platform: PC

Stack: C++, OpenGL, SDL2, Box2D

In "Asteroids," players control a spaceship in an asteroid field, aiming to destroy asteroids and avoid collisions.

game-of-life

Game of Life

Platform: PC

Stack: C++, SDL2

In "Game of Life," players observe the evolution of patterns within a grid based on a set of complex rules. The game follows the principles of cellular automata, where each cell in a grid evolves based on specific rules and interactions with neighboring cells. The simulation employs advanced rulesets that go beyond the basic principles of Conway’s Game of Life, leading to more intricate and varied patterns.