PORTFOLIO
Albert Garcia Belerda
Hi, allow me to introduce myself. My name is Albert, I'm a game developer from Terrassa, Spain.
I've been playing games and videogames all my life, and started developing interest in it's creation process at a very young age.
At some point I took it one step further and started a university degree focused on the whole process, where I developed interests on programming and
game design
, and learnt other useful knowledge about user experience, modeling and animation. On the last years, I've been developing a strong interest in graphics programming,
and collaborated with some indie studios developing graphical effects and also done some research on the topic myself.
This page is a compilation of most of my projects, please feel free to explore them!
PROJECTS
GAMES:
3D physics-based driving game, created using SDL, OpenGL, and bullet3D. The truck is created using constraints, and there are multiple cameras
Unemployed truck driver simulator
Isometric Rogue like, created by a team of over 30 programmers, artists and designers, with our own engine built on OpenGL.
The Mandalorian: Ashes of the Empire
RESEARCH, TOOLS AND OTHER APPLICATIONS:
Dungeon algorithm, which uses a sistem of rooms and corridors. Created on c++ and ported to unity, where it can use it's prefabs to build the map
Procedural Dungeon Generation
Research about group movement in RTS, which involves flocking and more theories.
Group movement patterns in RTS
Research on procedural narratives and a prototype that validates some theories and allows to test it's boundaries
Procedural Narrative Research
Homebrew 2D euler physics engine, and an autoaim which uses montecarlo simulations
Physics engine + autoaim
LEVEL DESING:
Analysis of the level High Wall of Lothric from dark souls 3. A CCST from both critical and golden path, what it does well, where it fails, it's player guidance, etc.
Analysis of High Wall of Lothric
The Witcher 3 inspired environment, with different zones, from urban to wildlands
Open world environment
GRAPHICS PROGRAMMING:
Implementation of a water shader and an environment lightning using a skybox. It uses opengl and glsl.
Water effect and environment mapping
Graphic FXs for object interactions via UE5 shaders for Hidalgo, by Infinite Thread Games
Graphic FX for Hidalgo
Particle systems and other vfx for Crimson Tale, by Thruster Games
Particle systems for Crimson Tale