Game development

I’ve always had a great interest in games, and the technology behind them. In the time I have, I have a shot at some game development projects too.


→ Source Engine Modification / Retail Game: Nuclear Dawn
2006-08link (project website)

Nuclear Dawn is a multiplayer game project for the Source engine which centers around post-nuclear warfare. It started out as a total modification, but in 2009 the mod was handed over to Interwave Studios, who took the project to retail and aim for a public release in 2010.

I was in charge of developing/optimizing the Linux server code and I have designed/implemented several HUD elements in the weapon selection system. For about a year, the PR and communication of the project was under my lead too. I helped the Interwave team work into the existing codebase and asset library during the transition, and wish them all the best.

nuclear_dawn2
→ Tuxracer Map: Crossover
2006 – link (download)

A racing course for the open-source racing game TuxRacer. Features three paths which intertwine at several points along the slide, making it hard for the poor penguin to catch all the salmon.

tux_map
→ Half-Life 2: Deathmatch map :Melawan
2006 – link

An early map for the Source engine in a middle-eastern setting. Due to time limitations it never came further than geometry layout stage, details are not added yet. Might get around finishing it someday.

melawan_1
→ Non-Bruteforce Sudoku Solver
Summer 2006Project website

A sudoku solver written in Java which uses known sudoku solving strategies, as opposed to brute forcing the puzzle starting from square 1 and backtracking on a dead end. This solver is able to communicate why some cell was marked found, and the reasoning behind it. Info on how the algorithm works can be found here.

→ Half-Life Deathmatch Map: Atrium
2004 – link

My entry for the Snarkpit.net 2004 Map Competition, called Mapping with a twist. My twist was texture limitation: this Roman-inspired map as a limit of 6 textures. Building a full DM environment from scratch within the limitations was an interesting experience.

Atrium
→ GoldSource / Q3 engine articles
2003link

Several articles covering level design and the general toolset of two popular game engines. (Well, in 2003, they were :))

snarkpit_tutorials
→ NetVisXGUI
2004 – link

A user interface for Zoner’s Netvis tools, which allowed mappers to distribute the VIS-calculations of GoldSource maps. Compile parties wee-hay.

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