I am an experienced software development engineer with an emphasis on game development.
I have more than 10 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 graphics programming.
Currently, I am working in a small studio called DustFade on Military Conflict: Vietnam, and also I am lead developer of Lost Squad - it's my personal project.
I graduated from Sergiev Posad College of Cinema, Video and Technical Science with a degree in Applied Informatics. Then I earned my bachelor's degree in Information Security after graduating from the Moscow State University of Geodesy and Cartography.
I like creating new games and enjoy tackling any problem placed in front of me.
HIGHLIGHTS
Here are some highlights from my recent projects:
Procedural Sky
Procedural Sky & Clouds is a shader which simulates full day/night cycle using Hosek-Wilkie skylight model and volumetric clouds using ray-marching algorithm. Clouds are generated from two 3D perlin-worley noises at various octaves and one curl noise. Supports weather map and high altitude clouds.
Deferred Cascaded Shadow Mapping
Deferred CSM is a Cascade Shadow Mapping algorithm that moves shadow calculations from per-object to post-process, which simplifies object shader's code and allows easy modification of shadow algorithm. Could potentially be extended up to full Deferred Lighting.
It works by generating shadow depth atlas for 4 cascades, collecting shadows into screen-space render target and filtering them. In regular rendering we just read and apply shadow values from screen-space buffer.