Education
BSc(Hons) Computer Games Technology
The undergraduate course focused on programming for games with no filler modules. Every year of the course involved studies in mathematics and physics, covering advanced topics in both disciplines. The last few years of the course included modules that required students to work as a team and also modules on the business practices in the industry.

Selected projects

My degree dissertation involved a study in the use of agent technology as means of improving existing AI techniques and how the current state of AI programming could benefit from the development of solid paradigms and APIs.

A study in the use of agent technology as means of improving existing AI techniques and how the current state of AI programming could benefit from the development of solid paradigms and APIs.

Techniques and how the current state of AI programming could benefit from the development of solid paradigms and APIs.

 

A terrain generator that uses a simple and slightly dated idea (slope lighting and faulting algorithms), but generates very good looking terrain at little cost.

Lighting is done using slope-lighting.

This technique is best employed when there's a need for a non-interactive yet good-looking and computationally cheap terrain, such as a flight-sim game.

 

A demo application that uses de Casteljau's algorithm for evaluating points along a Bezier curve to display that said curves.

It is also the starting point of the development of my own DirectX framework.

More work on the framework coming soon.

 

A remake of the Paratrooper game of old I did in my first year. It features managing memory issues and procedural generation of the game scene

 

A pitch for a game for one my courses. The requirement was not to write with the intention of carrying the idea to production(unless we wanted to personally), but to exercise our creativity and writing skills. I developed a pitch for an adventure game called Paspera, which was extremely well received by my tutors.

 

An investigation on how truthful is the fashionable idea that games are less creative.

 

Important courses
Programming for games
General programming, graphics and physics programming, console programming, memory management, debugging, AI programming, tools programming

Mathematics and Physics
Maths: Matrices, Matrix Transformations, Calcusus(general) and Vector Calculus,Vectors,Vector Field Theory, Curves and Surfaces, Rays
Physics: Momentum and Impulse, Elascticity, Projectiles, Moments of Inertia, Rotation of Rigid Bodies, Stability, Connected Particles

Miscellaneous
Introduction to 3d Modeling, Sound programming and Introduction to Sound

 

High school
High school diploma
I attended the First English Language School in Sofia, which traditionally gives students an excellent level of command of the English language. It also provides excellent tuition in History, Literature and Maths. My GPA was 5.5 (out of a maximum of 6)

 

Skills

Programming languages
C ++ / C - several years of experience, using the language in and out of my university course
Prolog – basic level of knowledge, using the language as part of my dissertation
ActionScript 2.0 – worked on several projects that use AS2.0 extensively

APIs and libraries
OpenGL, DirectX, Ogre

Platform experience
PC, PS2, GBA

 

Personal info

NationalityBulgarian

Date of birth31.03.1984 (24 years old)

E-Mailalex [at] iremembervga.com

PhonePlease ask.

Driving licenseYes

 

Last, but not least
Favourite games
Thief The Dark Project
Thief The Metal Age (But not Thief:Deadly Shadows)
Little Big Adventure
Darklands
System Shock 2
Tron 2.0 – it looked good, it played well, highly underrated
Baldur’s Gate and Icewind Dale
Hexen and Hexen 2
X-Com series
Master of Magic
Disciples series
Outcast
Tyrian

 
Wow, you made it to the end!

All material copyright 2008 Aexander Gyoshev.