Aleksandar Krstikj.com

Game Development

Overview:

 

Networked Cross-Platform Pool

This one is a project me and my classmate Anders Vagner (narrating the videos) did for a Game Engines class. We worked with a proprietary USC skeleton game engine called Prime Engine, which provided us with rendering alone. We co-implemented all other features that you might observe in the game itself.

These are:

  • Modelled and Textured the pool table and balls
  • Programmed the physics system (collision checking and gravity)
  • Programmed networking using UDP (tribes stack)
  • Programmed controls (on both PC and Xbox)
  • Extended the game for cross-platform use (PC + Xbox)
  • Designed and Programmed a GUI system (pocketed balls + shot power)
  • Designed and Programmed game-play rules

You can check out an early demo of the game below. We had PC to PC networking at this point and no GUI:

The video below shows the game after cross-platform networking and some GUI was implemented. It’s just missing the shot power GUI, and a bunch of bug fixes and optimizations. The look and feel is pretty close to the final product:

 

1 vs. 1 Melee Fighting

This is another project I did with my classmate Anders Vagner for a Game Engines class. We worked with a proprietary USC skeleton game engine called Prime Engine, which provided us with rendering alone. We co-implemented all other features that you might observe in the game itself.

These are:

  • Imported custom melee fighter models (meshes), skeletons, and animations
  • Programmed the physics system (collision checking and gravity)
  • Programmed animation blending (full-body, partial, and additive animations)
  • Programmed controls
  • Designed and Programmed game-play rules

You can check out a demo of the game below:

 

Global Game Jam 2014 – Wait For Me

This is the game me and my team developed for the GGJ 2014. I undertook the task of game-play design and programming. A more detailed post is available HERE.
 

Global Game Jam 2013 – Heartless Zombie

This is the game me and my team developed for the GGJ 2013. I undertook the task of game-play design and programming. A more detailed post is available HERE.