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Alex Podverbny

Generalist Programmer / Game Designer

 

CV / resume

Logrus Engine projects


2021 - 2022 Danger Forever PC FireVector

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Third-person shooter kinda like Panzer Dragoon (or rather Star Fox).

Levels are procedurally generated - each attempt is slightly different, which is quite different from oldschol shmups.
Level generation & enemy behaviours was lot of fun :)

Game was released on Steam, EGS and GOG in 2022.


2021 - 2022 Witcher 3 Next Gen PS5 / XBX CD Project Red | Saber Interactive (Minsk)

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Worked as gameplay programmer / sound designer (this is strange, I know). My job was to utilize amazing DualSense tech - haptic & trigger effects - for most important gameplay stuff.

Lots of fun with DualSense and Vibration Designer; also lots of 'fun' with Wwise.


2020 - 2021 Old School Runescape NX Jagex | Saber Interactive (Minsk)

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Worked as lead programmer.
We made this MMO RPG work on Nintendo Switch hardware, optimizing / replacing most problematic parts of client code.

Unfortunately, project was canned before open beta-test was launched.

Anyway, it was really good experience – making such an old-school MMO RPG work well on console/handheld.


2019 - 2020 FIFA 21 Legacy Edition NX EA Sports Romania | Globant Belarus

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Worked as Systems SE.
Implemented some new low-level stuff, solved various platform-specific issues with memory and performance.

Learned a lot about NX hardware and system stuff (rendering, audio, etc.)


2018 - 2019 Risky Wings PC FireVector LLC

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Intense flying game where you score points by flying risky - the closer to obstacles you fly the more points you get.

Your movement costs energy, and bumping into things costs even more; 'out of energy' means 'GAME OVER'.
Levels are procedurally generated, so they're never exactly the same. Memorizing won't help (much), you need to learn to react to situation at hand and make best choice, really fast.

Originally released on steam in 2018 Jul,29.

The game was originally called UberFlight, but later had to be renamed, because trademark bullying is a thing. Well, 'Risky Wings' is better name anyway.


2007 - 2018 Dragons Never Cry PC FireVector LLC

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Arcade action/adventure telling story of brave little dragon treasure-hunter who had to become monster hunter.
Gameplay is mostly exploration and treasure hunting with a fair bit of combat (zombie-rabbits!)

This project was kinda abandoned for five years. In 2015 I've decided to release it, passed Steam Greenlight and so on.

First release was on games.mail.ru, 2018 Feb,2.

A bit later realeased on Steam, 2018 Feb,28.


2014 - 2017 World of Tanks Blitz iOS / Android / Windows10 Wargaming Minsk

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Worked as render-engineer for quite some time. Designed and implemented (most of) cross-platform low-level rendering used in WoT Bliz.

It was a good opportunity to work on modern rendering API capable of working efficiently on wide range of hardware/APIs -- DirectX9, DirectX11, OpenGL (ES), Metal.


2015 - 2018 Tira : Tail of Ninja PS Vita / PS3 FireVector LLC

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Project TIGRA is action/adventure set in painterly world inhabited by anthropomorphic feline beast.
This is story of a lone assassin who found herself in the middle of strange magical calamity and now have to discover what's happended and return world back to normal. Or not.

Game tries to look '2D' but in fact it's done in regular 3D way -- 3D-models for characters (much easier to animate), game levels are made in LogrusEd (because existing working pipeline).
Environment is made using techique similar to modern Rayman games (see a demo of level creation here).


2013 - 2013 Z-Run Playstation Vita Beatshapers | FireVector

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Z-Run is run-n-fight action game where you must fight your way through zombie horde.
Like old 'River Raid' scroll-shooter but with zombies.

The game was my original idea, I also did most of game-design and programming. Game was build using FireVector's Logrus Engine which was greatly evolved during this project.

This project was my first serious encounter with multi-threading/multi-core -- it would be just impossible to have 60-100 zombies on screen without utilizing all 3 ARM-cores available for game on PS Vita.


2011 World of Tanks X360 Prototype X360 Nikitova LLC (Wargaming UA)

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A World of Tanks prototype running on X360 hardware and using actual WoT game servers.

This was made in 2 months by team of 3 people.
My part was porting our Logrus Engine to X360 and resolving all the platfrom-specific issues (performance, memory etc.).


2011 - 2012 BreakQuest: Extra Evolution Playstation Vita Beatshapers

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A port of original BreakQuest to PS Vita platform.

This was port was done using FireVector's Logrus Engine.
My involvement in this project was fairly minimal -- mostly consulting and engine support. Two (maybe three) times I had to explain how to use particular feature of engine/toolset, and that was it.

It turned out to be a good stress-test for our 2D-rendering (thousands of sprites!) and particle-systems.


2011 - 2012 Stardrone Extreme Playstation Vita Beatshapers

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A port of original Stardrone to PS Vita platform.

I did initial porting to platform, some critical rendering/performance optimizations and added some more visual-effects.

Since this game was a launch-title, I had a lots of fun with pre-release hardware and pre-release tools. PS Vita is an interesting hardware -- quite powerful for portable console, and it has more memory than PS3.


2010 Unbound Saga HD X360 Vogster Entertainment

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A 'HD' remake of original comic-style brawler from PSP.

I was game-designer on this project -- re-designed combat to be more enjoyable. Also designed fair share of levels/puzzles and boss-encounters.

And, of cource, did a lot of X360-specific optimizations and problem-solving.


2007 - 2009 Unbound Saga Playstation Portable Vogster Entertainment

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Comic-style brawler.

I wrote most of the engine used to run game on PSP. Also did a lot of various optimizations : rendering, animation, sound, you name it.

Game is running 60 FPS most of the time -- with 10-15 skeletal characters on screen, ragdolls and all those fancy physical interactions. So I kinda proud of myself.


2007 codename UltraGravity PC / XBox

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Prototype of futuristic racing game, like WipeOut (or rather Fatal Inertia).

First project made in Logrus Engine. Or rather Logrus Engine was originally written to make this game.

We had working demo running on XBox, with fairly good AI.


2005 Adrenaline Show PC Gaijin Entertainment

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I wasn't actually working on the game itself,
just did some low-level stuff in Dagor Engine like memory management and build-system, that's why my name is in credits.


2003 - 2005 Stardust, StarTroopers powerTV Gaijin Entertainment

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Several games for PowerTV platform -- MicroSPARC powered TV-box, a 'micro-console' of sorts.

I've designed and implemented internal cross-platform game-engine (PowerTV / PocketPC / desktop PC).
That engine was used for 5 (maybe more) games.