I'm working fully remotely for the swiss STRANGERS.
Mostly working on the GOAP-based AI of the game, the direct ordering of characters, the electricity system, which can be assembled by many parts by the player, a playable map minigame, ship map generation based on texture pixels (so the ship layout is easily editable and shareable), prototyped a text-based adventure system with reward management. I made a lighting system as well.
I worked fully remotely for THE WILD GENTLEMEN on a few titles.
For Chicken Police, I worked on the 3D and 2D minigames, ported to Xbox One, Android, iOS. Made the notification system and certain menus, like the Extras and Video Settings menus. I made the controller management in these menus, and I also worked on some other features for certain tasks.
For Zipp's Café, I implemented the whole game. The tasks include physics-based 3D minigames and 2D minigames, animations and sound management, optimization for mobile devices, dialogue system, localization system, JSON-based save-load system, Steam achievements and other tasks.
I have started my professional game development career on-site with GAMELAB.
For Tank Maniacs, I worked on different gameplay mechanics, for example playable menu map, pickup boxed, the shields around the arriving tanks, and their projectile reverting ability. I worked on the parachute mechanics, controller management, character selection screen, Steam achievements, Xbox One port, etc. I also designed the gameplay mechanic of the chicken tank and baseball tank.
For the GAMELAB, I have worked on a cancelled title called Sir Plump.
For this, I have extended a boss fight scene, implemented the enemy AI, plus I managed the different animation states of the characters (exported from Spine).
Ragnarok was a short side project, which existed only as a prototype. I worked on that as a single developer.
Since some of my published work were 2D, and their source code are private, I made a small public 3D game.
This is the Cornered Unity version. I have also ported this exact project: Cornered UE5 version.
Inverted Shark was an experiment I made to prototype some game design in UE5, where the player need to fly and do tasks with limited energy and health, like fighting, and every mistake can cause the player to fall down. I made the whole game, including the animation, enemy AI, niagara, audio, input, screen fading, UI management, etc.
For InnovITech KFt. I have created a genome browser to procedurally generate mesh for visualizing genetic information in 3D. I was the only developer in that.
For Eszterhazy Karoly University, I worked on an online course to introduce students to Unity and Blender workflow, and I led multiple courses about game development with Unity and Blender, and about game design. I also created a Python-based building energetics script in ArcGIS for INNOREGION Knowledge Centre.
For the US-based FanCraze Technologies Inc., I remotely worked on JSON-based autimatized data uploading of 3D cubes, which were used as NFT cubes on FanCraze.com
I have designed and developed Cornered, a small Unreal Engine 5 game. The player needs to defeat an enemy multiple times and escape from the place. It involves crafting and progression as well.
I have also made a mini game in UE5, called the Inverted Shark. The player is the head, he needs to defend the fur creature from opponents.
You can see the narrated presentations of these games here.
I have designed the chicken tank for Tank Maniacs. It can be seen that all of the basic and the upgrade tanks have an issue: they can fire only in the movement direction. Basic tanks can't fire backwards, so a tank can't move away from the enemies and fire at them at the same time.
With my design, the chicken tank can also fire backwards, which makes possible to escape from enemy bullets and fire back to the enemy simulatenously. And the player should also timing the shooting. A beginner player may shoot himself accidentally with this tank, but a practiced player will shoot in the correct direction everytime.
Fun fact: I called that originally the Metronome Tank.
I have also designed the baseball tank for Tank Maniacs. All tanks have their own shooting mechanics, and although they differ from each other, the basics of movement and shoot mechanics can stay the same experience for each tank type. Players only need to find the targets, move close to them and fire at them.
My design, the baseball tank can reflect projectiles back at the oppponents. The player switches the aggressive playstyle into a defensive one, and using the opponent bullets against themselves. For balancing reasons, these kind of tanks can cause only small damages the other tanks with their bats, and the bat usage is slow enough for the opponents to find the animation window to damage the baseball tank.
During the university years, I have made some
scientific papers for multinational and national conferences.