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AboutMe

About Me

Hi! My name is Martin and I am a hardworking, team-oriented programmer. I'm always interested to provide my project with a piece of my own soul, to make it look alive. I'm always eager to learn new skills and create unforgettable experiences for the player.

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Teamwork is the way!

I love working in the team!

Even from my youth I was creating and organized different events with people who was engaged by the idea. 
My university also brought more experience with teamwork where we created games in teams. Through out the years I understood that I can find the way to work with any person in team.

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There is nothing that cannot be learned

My first coding experience started when I was at school where I learned how to solve basic math using C++, then I understood that I love automating and combining different processes to create new things or solve existing problems using programming. I'm always motivated to learn new things to expand my skillset and upgrade myself as a person and as specialist.

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My experience

Over the years I have accumulated experience with:

  • Languages: C#, C++, PHP, HTML, MySQL.

  • Github

  • Agile practices

  • Software: Visual Studio

  • Engines: Unity, Unreal.

Education

2020-2023

BA(Hons)Game Development:Programming
Falmouth University

Education

My projects!

Penguin Village

Penguin Village
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Took part being one of the main programmers for the game. Mostly worked on the game skeleton overall, dialogue system, inventory system and UI setup.

Project highlights:

  • Customisable dialogue system which allows inheritance from another systems for example quest system.

  • Inventory system which stores items it stacks, moreover item pickup system with different outcomes depending on item.

  • House building system allowing player to build houses for each penguin.

  • Took part being one of the main programmers for the game. Mostly worked on the game skeleton overall, dialogue system, inventory system and UI setup.

Interaction with other development spheres:

  • Worked on audio system for the game and created some audio assets for the game

  • Added writing in the game.

  • Trailer (Editing, voice over)

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Full work done overview:

UI programming

  • Main menu

  • Inventory

  • Player UI (Health, Breath, Gather bar, Dash)

  • Pause menu

Systems

  • ​Dialogue system

  • Inventory system & item pickup system

  • House Building system

Level optimisation and work in other development spheres

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Dromos

Dromos

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Took role of general programming taking broad interaction with the project. Worked on different mechanics of the character and worked on UI management in the project. Highlights of the project:

  • Player ability named “Conqueror bomb” which allowed player to conqueror house from a distance pausing the game and choosing whatever house on areas unlocked. Done using list of houses which are already unlocked and scrolling through them with special camera.

  • Decoy ability what allowed player to set decoy and confuse AI to hit it instead of player.

Full work done overview:

UI programming

  • Minimap

  • Timer

  • Score system

  • Health system

  • Conqueror bar

Player Abilities

  • ​Teleport

  • Decoy

  • Conqueror bomb

Other miscellaneous work in other development spheres

BackToHell!
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BackToHell!

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‘Back to Hell!’ is a mix between a beat-em-up with abilities, and a roguelike bullet hell where the player must dodge small but frequent projectiles.  Every time you destroy an object, or kill an innocent villager, the floor starts turning red as the hellish landscape begins to form. use a series of abilities and attacks to  fend off your newly conquered lands from holy bosses that intend to restore it to its original and boring form!

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Took part as being Team Lead/Generalist programmer. Mainly worked on overall game skeleton and player mechanics using in Unity using C#. Moreover, created general AI for common enemies with NavMesh system and worked on UI for whole game. Project highlights:

  • Created AI for common enemies using NavMesh surface to create map for the NPC, each type of enemies has their own behaviour.

  • Created AI for Boss Pig which has 4 states in which it has different behaviour and attack patterns. Highlights from patters:

    • Ram ability which would create a new behaviour for general AI making it charge at players position each 5 seconds.

    • Minion summoning ability which also changes general AI making pig to use minions with their own AI to attack player.

Interaction with other development spheres:

  • Integrated and created some art assets into engine

  • Worked on audio system for the game and created some audio assets for the game

  • Worked on player animations

  • Designed the main level map

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Full work done overview:

General and specific AI

  • AI for common hostile and non-hostile npc's

  • AI for Pig Boss

Abilities system for the main character

  • Stomp 

  • Firebreath

UI programming​

  • Health system

  • Pause/Controls/Settings menu

  • Main menu

Overall miscellaneous tasks like map design, art implementations and many more. 

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Links:

Itch.io page: https://oshtm.itch.io/back-to-hell
Github page for code samples: https://github.com/RavenSovereignn/BackToHell

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CloudSaveSystem

Cloud Save system

This is personal artefact with idea to create Cloud Save system, to showcase that I have created online multiplayer “Snake” game. Creating a Log In system for the user with database to store his data where users save file was represented as a Score to the game. This project was created using PUN to run server for the players and MAMP to create local database for the players. 

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Project highlights:

  • Created a Log In system for the user using combination of C# and PHP to interact with SQL database. Users’ passwords were encrypted using “salting” process for better security.

  • Multiplayer’s part where snakes would compete collecting fruits which displayed on their own screens.

Sequence diagram for the project

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Technical poster for this project

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Tank Disaster

Tank Disaster

This is a personal project in which I created a multiplayer tank game with a destructible environment. Utilizing photon as server host and PHP code with MySQL to create a user database with proper password encryption and data storage. 

Project highlights:

  • Created a Login system for the user using a combination of C# and PHP to interact with the SQL database. Users’ passwords were encrypted using a “salting” process for better security.

  • The multiplayer part is where people compete to destroy as much environment as they can to collect as many points as they can meanwhile disrupting other players.

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Crow's Foot (WIP)

Crow's Foot (WIP)

This is a work in progress personal project in which I try to create mobile 3D runner game for the first time.

Core gameplay will be similar to the game like subway surfers.

The main idea is that you as a Crow try to run away from yet unknown source of danger, trying to gather as many point as you can and currency which you can later spend on customisation for your character.

Project highlights so far:

  • Created a touchscreen input system.

  • Created a flexible Shop/Inventory system that allows me to quickly create and add new items to it.

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Contact Me

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