Cities: Skylines - Snowfall DLC
- C# - C++ - Unity Engine
I worked on various aspects of the game Cities: Skylines published by Paradox Interactive.
I worked on various aspects of the game Cities in Motion 2 published by Paradox Interactive.
I worked on some of the level scripts for Cities in Motion published by Paradox Interactive and did the Mac OS X port of the game.
I worked at Recoil Games on a PSN game called Rochard published by Sony Online Entertainment. It's a 2.5D sidescroller action/adventure game. I have been doing gameplay and graphics programming on this project.
While working on Earth No More (2007-2009), we entirely re-wrote the rendering side of Epic's Unreal Engine 3. We implemented a L-Buffer renderer (Light Indexed Deferred Rendering inspired approach) and a full-blown G-Buffer renderer (Deferred Rendering) when working on PS3. I mostly focused on shadows (static and dynamic shadows) and post processing but also worked on a lot of various features, large-scale fire spreading, dual-quaternion skinning, plants growth, for example. Unfortunately, the game was cancelled.
Page on Steam
I worked on the shaders and rendering for Zen Bound 2.