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CV / At A Glance

I have been developing projects for over two years with a focus on C#/C++ Gameplay programming in the Unity and Unreal game engines.

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Skills & Qualifications

  • PROGRAMMING LANGUAGES: C#, C++, SQL, and knowledge of Cg shader language. Completed a course on code and graphics optimization


  • DESIGNER/EDITOR TOOLS: Knowledge of Unity Editor scripting to create custom inspector components and designer tools to streamline complex tasks. Created a node-based tool to represent branching dialogue options of players and NPCs


  • SOFTWARE/TOOLS: Unity3D, Unreal, SourceTree/Git for version control, Blender, SQL, Visual Studio, Visual Studio Code, Photoshop and video editing tools for promotion


  • GAMEPLAY SYSTEMS: Experienced creating systems for RPGs including special abilities, weapons, branching dialogue with a designer-friendly tool, quests and saving systems; created gameplay systems for characters, cameras, NPCs and environments; skilled in finding and resolving bugs that arise through gameplay


  • ARTIFICIAL INTELLIGENCE: Can implement behaviour trees and Goal-Oriented-Action-Planning to create engaging and believable AI behaviours


  • MATH: 3D Math including vector maths, linear algebra, and calculus. Completed online course dedicated to game development mathematics, game physics and quaternions.


  • TECHNICAL ART AND ANIMATION: Able to collaborate with designers and animators on environments to create believable worlds; completed courses on both animation and technical art in Unity3D as well as environmental art in Unreal Engine


  • ORGANIZATION/PROJECT MANAGEMENT: High capacity to thrive with multiple projects with hard deadlines; launched large-scale conference as Vice President of Logistics with high degree of independence and oversaw multiple volunteers during planning and execution phases


  • BUG RESOLUTION: Skilled in finding and resolving bugs that arise through gameplay

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Education

 Udemy.com is an online learning platform for self directed study. I have fully completed over 300+ hours of lectures not including accompanying projects.

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These courses teach the fundamentals and best practices of object oriented programming in C# and C++ in both the Unity and Unreal game engines. These courses had multiple projects with each section that challenged and elevated my knowledge in preparation for the next level.


✔ Complete C# Unity Game Developer 3D
✔ Unreal Engine C++ Developer
✔ C++ Programming
✔ Design Patterns for Game Programming
✔ Get Git Smart: Git in Unity, SourceTree, GitHub

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Mathematics and Physics:

✔ Mathematics for Computer Games Development using Unity
✔ Game Physics - Gravitation and Rotation in Unity
✔ Understanding Quaternions


These courses touched on university level math and physics with a deep dive into linear algebra, vector mathematics, matrices and quaternions. With this course I built a mathematics library from scratch in C# which helped in 2D/3D navigation, principles behind collision detection, and rotation with Quaternions.

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These courses expanded and elevated my learning:

✔ Video Game Optimisation
Performance budgets, profilers, code and graphics...

✔ Artificial Intelligence in Unity
Behaviour trees, GOAP, A* Algorithm, flocks, crowds, vehicles, navmeshes, animated characters...

✔ Animation in Unity
Mechanim timeline, state machines, curve and keyframe editors, events...

✔ Unity Tech Art: Realistic Lighting For Game Development
Global Illumination, Direct Realtime Lighting, lighting setups...

✔ Shader Development from Scratch for Unity with Cg
Various lighting models, special effects, render pipelines, surface, vertex and fragment shaders written in CG/HLSL...

✔ Unreal Engine: Open World Landscapes
Sculpting mountains, valleys, plateaus and caves; texture painting, special effects...

✔ RPG Core Combat, Unity C#
✔ RPG part II: Inventory Systems Asset Pack
✔ RPG part III: Dialogues and Quests
✔ RPG part IV: Shops and Abilities

And more…

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Cubic Neon Nightclub VR

• Animated and scripted AI for various NPCs and environmental elements such as holographic fish that follow the Reynolds Flocking Algorithm


• Constructed designer-friendly scripts for quickly creating dynamic lightshows on stage


• Integrated with SteamVR SDK in Unity with my own code to create a coherent, immersive and fully functional VR experience


• Employed various strategies to optimize graphics performance and code base to maintain acceptable triangle/poly counts and high framerates for the target platform

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Cyberpunk RPG

• Created a custom node-based designer tool for branching and conditional dialogue trees that allow for easy visualization of player choices, NPC dialogue and quest system integration


• Coherently integrated code with existing inventory system code base for UI, pickups and weapon systems


• Developed full combat and questing system with AI dialogue responding to player's state within the quest


• Created a 50-line spreadsheet to balance player and enemy health, damage and experience rewards for player progression

This project was created created in tandem with a four-part 70+ hour RPG course by GameDev.TV:

✔ RPG Core Combat, Intermediate Unity C#
✔ RPG part II: Inventory Systems Asset Pack
✔ RPG part III: Dialogues and Quests
✔ RPG part IV: Shops and Abilities

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Toddlers Break Things

• Assembled and managed production from a team of artists and designers to complete the project within a week


• Responsible for the entirety of the code base including game mechanics that play testers have said balance the gameplay well


• Managed and resolved all known bugs that emerged including physics and collision issues

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Top Down 2D Shop

• Used Unity's 2D Tilemaps to create a mechanic for purchasing, placing, rotating and moving furniture in the world


• Created a flexible dialogue system that updates the UI with the sprite of the speaker at runtime


• Was created in a short time frame as spec work for a simulation to be made in the style of "Stardew Valley"

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