Adrian's Portfolio | About
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Hi, I’m Adrian – I’ve been developing games for the past six years and have always had a thing for the visual

Presently, I’m part of Klang Games in Berlin and the team behind SEED – a persistent MMO simulation where the player’s goal is to take over a vast planet to ensure the survival of humanity – I shape the game’s landscape out of code and sprinkle it with rocks, trees and plants. In the recent years, I helped build the battling mechanics of BOSSGARD, the graphics and console portability of BLACK THE FALL and the educational mini-games of VELAWOODS. I also published a mildly interesting paper on terrain generation right after graduating from Coventry Uni, where I learned video-games and graphics. Nice of you to drop by!

Languages

C#, C++, OpenGL, Cg/HLSL, ShaderLab

Environments

Visual Studio, Unity, Render Doc, PIX, OpenFrameworks, Git, SVN

Design

3Ds Max, Blender, Photoshop, After Effects, Illustrator, Ableton

Platforms

Win, Xbox One, PlayStation 4, Gear VR, Android, iOS, Nintendo Switch

Present

  • Started working on SEED, a persistent MMO for which my role is that of a gardener, shaping the landscape out of code and sprinkling it with rocks and plants
  • Hopped on a plane to Berlin in search for exciting adventures in games, when most of the features of Bossgard as we envisioned it initially were mature
  • DevKnights is born out of a desire to tighten the game dev community, to get a chance to see, play and talk about the newest projects @ Bucharest’s game studios
  • Bossgard, our new colourful multiplayer (co-op & networked) brawler is rapidly taking shape @ Sand Sailor Studio, featuring vikings and ridiculous bosses!
  • Global Game Jam ’18 hosts a handful of adventurous developers with whom I helped develop a beautifully designed Aztec-themed game

2018

  • At Sand Sailor Studio, we continue to develop Black The Fall for Nintendo Switch, while also freely prototyping multiplayer game ideas for VR headsets
  • Black The Fall is published by Square Enix on Steam, PlayStation 4 and Xbox One, being the first Romanian game to release on all three platforms at once
  • Participated in the Ludum Dare #38 Game Jam as a programmer in a team of five, developing a silly, yet sombre Android game
  • Took part in the Global Game Jam ’17 in Bucharest as a mentor, giving out advice and helping teams manage their tasks and bugs

2017

  • Got hired as a Unity developer for Black The Fall, an award-winning atmospheric platformer depicting an eerie communist Romania, published by Square Enix
  • Settled in Bucharest with my partner while also re-uniting with friends and family, keeping an eye on the local games development pulse
  • Bid farewell to Sheffield and hopped on a journey through Europe for one month and a half, visiting all major cities on my way to Denmark and finally Romania
  • Velawoods gets released on Android, iOS and Windows, attracting a whooping 20,000 users in the first few weeks, with new content being constantly developed

2016

  • Velawoods is rapidly taking shape, moving the project from the concept phase to full production with over 20 people actively developing and testing it

2015

  • Moved to northern England, where I found an exciting DIY punk and electronic music underground scene, which I strongly recommend visiting
  • Got hired as a core Unity developer at Route 1 Games in Sheffield, to build Velawoods from scratch for Cambridge University Press and Learn Direct
  • Flew back to Romania for the summer break and freelanced as an illustrator / graphic designer before going back to the UK
  • Successfully graduated university with a 1st class Computer Science Diploma, specializing in Game Development

2014

  • Got acquainted with Unity and built ‘Fractal Nature’, a terrain generator featuring genuine erosion techniques for my final year project
  • Founded Digital Flow, a *very* small media production company featuring motion graphics ads and photography
  • Learned and practiced 3D modelling and animation with 3Ds Max and Blender, as well as writing simple shaders and materials
  • Settled in Coventry and focused on studying and building simple games, writing personal physics and rendering libraries with C++ and OpenGL

2010

  • Purchased a one-way plane ticket to England to study Game Development at Coventry University with the dream of merging code with art
  • Graduated highscool with final exams in Computer Science (9.25), Maths (8.15) and Literature (9.60), topping them with a Cambridge English certification
  • Games like Prince of Persia, Black & White and Starcraft captured my curiosity as a young and aspiring developer
  • Followed a science-oriented highschool profile with an emphasis on Maths and Computer Science at the “Jean Monnet” National College in Ploiesti

2007