I am an experienced software development engineer with an emphasis on game development.
I have more than 5 years of experience working with the Source Engine codebase and also had a chance to work with Unreal Engine 4.
My special interests include: game system design, scripting and programming.
Currently, I am working in a small team of enthusiasts called Oak Gear on such games like: The Revenge, Crossroads and Lost Squad while Lost Squad is my personal project.
I graduated from Sergiev Posad College of Cinema, Video and Technical Science with a degree in Applied Informatics.
I don't have an exact specialization because I just like creating new games and enjoy tackling any problem placed in front of me.
Here are some highlights from my recent projects:
Interval Mapping is Per-Pixel Displacement Mapping Algorithm, a modification of Relief Mapping, which converges faster and provides higher quality of displaced mesh.
A paper describing this algorithm can be found here.
I also have my own paper where I provided more up-to-date code sample and tried to describe this algorithm in more detail and in more understandable form. You can find it here or in 'Publications' section.
Procedural Sky is a shader designed for Source Engine, but can be easily applied to any other modern engine. This shader creates spherical sky on which it simulates full day/night cycle using Hosek-Wilkie skylight model and clouds using raymarching algorithm.
Dynamic Destruction is an enhancement of default Source physics engine allowing people to create special models that will procedurally destroy depending on what part of model was hit and how much damage it took.