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 2006-08 – link (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. |
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| → 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. |
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| → 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. |
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| → Non-Bruteforce Sudoku Solver Summer 2006 – Project 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. |
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| → 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. |
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| → GoldSource / Q3 engine articles 2003 – link Several articles covering level design and the general toolset of two popular game engines. (Well, in 2003, they were :)) |
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| → 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. |









