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Portfolio

Procedural Planetary Terrain Tool ( OpenGL & GLSL in C++ )


Procedural terrain generation using fractals of Perlin noise in the vertex shader. Multi-texturing in the fragment shader Level-of-detail system using geomipmapps Quad-trees spatial partitioning for frustum culling User Interface Real-time Planet Terrain Editing

2D Side-Scroller Game XNA 4.0 (C#)


Assets management Collision detection Sprites animations Serialization, NPC opponents AI (FSM) Design Patterns: Factory and Resource acquisition is initialization. Interactive music development using FMOD designer to accommodate rapid game state variations.

Unity3d Racing Game prototype


Importing Assets Terrain editing and texturing Collision detection Start-up screen Using gameplay triggers Head-up display Weather effects: Snow and Fog Vehicle Sound effects

JavaScript

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