The ideal project for me is a small, single-player project. Architectural or design changes can mean renegotiation of the working terms. I insist on working with a version control system. I must note I am mostly experienced with Perforce but I am willing to learn and expand to other technologies. Offers will be negotiated before start. I am explicitly NOT looking for architectural visualisations.
Full CV here for greatest details:
Most recent Unreal Engine freelance work:
Time manipulation gameplay and tools
I have been implementing time manupulative gameplay and tools for a client. It was a C++centric project that included Editor Custmization conducted with Slate, Detail Customization and various helper debug objects. Gameplay programming was also included. The goal was to provide the designer with a system that has a design friendly functionality for narrative-driven gameplay and simulation in editor-time and one that was also usable and easily debuggable. The functionality did not make to production as the client decided to pursue other ways into development. These two videos show the functionality with some explanation:
During my spare time I developed this Dialogue system. It is meant for a single-player scenario and supports the creation of complex inter-character dialogues. The system can be extended quite easily to support other inter-system interactions. The source is open and can be found here:
During my spare time I developed this Menu framework that can be used as a base to any game (with some adjustments of course). The system complies to the “State” design pattern which is quite simple but powerful. The system is very easily extensible - it has a main menu in a separate scene, the in-game menu in a separate scene, there are standard options like loading, continuing from most recent saved game and starting a new game - all implemented to work with save files (the save game option is not implemented by design). Character screen, quest log, credit screen, settings menu also exist to finish off the feel. The menu system creates an .ini file on its own and whenever a change is made to the settings or if the contents of the file is incorrect - settings are also applied upon change from the menu. The source is open and can be found here:
7 Bones and 7 Stones - The Ritual (game)
I was tasked with the multi-player steam implementation / synchronisation of this awesome project as well as with gameplay, UI, save system and some visual effects / FX implementations. It was also my responsibility to work on the back-end facilitating software of the game where I had to do C++ programming.The game project itself is Blueprints only and is currently in a “closed alpha” state and is publicly playable. Find out more information about the game here at its Steam page:
Video (Closed Alpha):
Screenshot 1 - A Vampire in motion flying over a village amidst a forest (up-to-date development build):
Screenshot 2 - A Vampire meets a Villager (up-to-date development build):
Screenshot 3 - A Vampire with one of his abilities in progress (up-to-date development build):
The implementation of this turret includes Behavior Trees (AI), blueprint scripting and some animation blueprinting.
Radial Selection Menu
The implementation of this turret includes User Widgets (UMG), blueprint scripting and some simple procedural animation.
C++ programmer – beginner / intermediate level (2 years of Game Industry experience)
Inventory System (Unreal Engine)
This is an inventory system made in Unreal Engine 4 and entirely via C++. There is some procedural UI generation. The inventory system is component based and supports picking, dropping, moving and using items. It is designed for a single-player game use-case. The source code is open and can be found here:
C# programmer – beginner / intermediate level (4 years of Game Industry experience)
Desert Escape (Unity 3D)
I was team developing the game called “Desert Escape”, which is a first-person shooter coiled in a twisted single player scenario.
**Relevant ****programming **personal responsibilities:
Finding, fixing and testing of various issues; Writing documentation; UnityScript and C# gameplay, tools and in-game systems programming; CG shader and minor image effects programming.
All environment and organic 3D modeling (low and high poly, unwrapping) in 3D Studio Max, zBrush and Mudbox; Level design.
General game design; Average part of texturing (featuring ZBrush, Mudbox, Photoshop, xNormal); Graphics optimizations; Particle systems creation and optimization; Guidance in game music creation.
Journey Box (Unity 3D)
I solo-developing Journey Box . The game is a fantasy, roguelike, role-playing, dungeon and world crawler game the main motive of which is the sole process of adventuring**.
Relevant programming responsibilities:
Testing; writing documentation; C# programming of gameplay, the underlying game systems, procedural world generation, a custom parsed scripting language based on XML made especially for the game to completely modify and edit its contents (modding), which also scripts the artificial intelligence (AI) of in-game characters; effects and materials creation using CG shading language.
Designing and conceptualizing; procedural, 3D and 2D assets creation (3D Studio Max, Photoshop); Scene lighting; User Interface; Optimization; Guidance in game music creation.
Discord: “Крис Киров#8502”