Kiran Sudhakara
 General
    news
    about/contact
    portfolio
 Projects
    artwork
    scarred steel
    fractal terrain
    b-spline terrain
    mgs clone
    raytracer
    intelligent agent
    street wars
 Downloads
    profiler
    memory pool
    neural network
    obj importer
    q3bsp importer
 Links
    umbcgdc.org
    gamasutra.com
    gamedev.net
    blender.org

Resume/Portfolio-
Objective-
    I'm interested in all aspects of game coding, but I like to focus my efforts on graphics and game engine systems.

Here's my resume: KiranSudhakara.doc


Code Samples-
Memory Pool.zip - Memory manager geared towards game development. Allocation and deallocation is optimized using a contiguous memory pool.

TOHProfiler.zip -
A simple game profiler for windows.


Portfolio-
BreakAway Games (Summer 2008 Internship)-

I spent the summer as a programming intern on Relic Hunters, an action/adventure title. I focused on combat, AI behaviors, and animation scheduling. I also built a system to record and play back game sessions. Most of my work was written in C++ and Lua. I briefly wrote some C# for work in the animation tool.


Metal Gear Solid: Clone-

A game where you sneak around an office building. I built this for the UMBC Game Developer's Club. I wrote all the code except the graphics engine (Irrlicht 3d) and the sound engine (IrrKlang). I did some artwork aswell but much of it was created by Adam Petrone.


Scarred Steel-

A multiplayer mech combat game. This is another project I worked on with the UMBC Game Developer's Club. I wrote the action/animation scheduling system and the modular weaponry.


Shader Demo-

This demo shows off real-time skin shading with normal mapping, shadow mapping, and specular mapping. I also made a candy bar shader. All the code/artwork for this was created by me.


Terrain-

This terrain demo uses uniform cubic b-splines seeded with a low resolution heightmap. Additionally, a detail heightmap is applied to the rock surface. The water is animated and fully reflective. The textures are photosourced, but all other code/artwork was done by me.



Raytracer-

I wrote this raytracer for computer graphics class. It was optimized using a hierarchy of bounding spheres. With 2 light sources and 5 reflection bounces this image took 24 seconds to render. As far as I know this was the fastest raytracer in the class, beating the others by atleast a few minutes.


Video Demos-






Contact-

email: kiran sudhakara at hotmail dot com