Alex Terentyev
Portfolio
Take a look at the projects I've been passionate about making for fun below. I hope you find something that's in your interest. Filter projects by using tabs for more specific things to your liking.
- All
- C++
- C#
- Unity
- Unreal Engine
- Team projects
- Tools
- Built an SDL2 scene system, hierarchical GameObject model, and reusable component base class.
- Created a prefab registry to spawn predefined tank setups with textures, health, collision, and child turrets.
- Implemented keyboard and XInput gamepad controls using command pattern actions such as movement and turret rotation.
- Added SDL2 rendering, sprite texture components, custom text/UI components, and FPS/title display support.
- Integrated audio playback through a service locator based audio system with commands for behavior such as muting.
- Contributed to the release of Color a Cube, supporting development, testing, porting, and platform specific improvements.
- Built a reusable achievement system supporting multiple projects and platforms, including Steam, Meta and Pico.
- Implemented gameplay features such as painting with a brush, painting with hand-tracking, replay-feature to rewatch how the model was painted.
- Worked with Sentry to track, analyze, and help resolve crashes and technical issues in production.
Pyroclast
A real-time explosion and smoke simulation that runs on the GPU, with its own Direct3D 12 and Vulkan renderer
- Built a renderer with Direct3D 12 and Vulkan backends behind one small API, deterministic on both.
- Simulated every particle on the GPU in HLSL compute shaders, with GPU-side compaction and indirect drawing.
- Modelled lingering smoke that rises, spreads and drifts with the wind, blast waves and condensation domes.
- Added a helicopter and a jet whose rotor downwash and wake move the smoke and raise dust.
- Kept every change measurable with scripted scenarios, exact image baselines and interleaved A/B benchmarks.
- Released a playable Windows build (v1.0.0) on GitHub.
Car Dodger
A fast-paced mobile arcade game where the player dodges traffic, survives as long as possible, and competes for a high score.
- Developed a complete mobile gameplay loop from start to game over
- Implemented lane-based vehicle spawning with object pooling for better performance
- Created dynamic difficulty progression to increase speed, score gain, and spawn pressure over time
- Built score tracking, UI feedback, particle effects, and game-state management systems
- Designed the project with mobile release requirements in mind by using the frame debugger for draw calls and the profiler
The Three Dolls
A horror game made for one of the biggest horror jams of the year which got placed in the top 10 in the horror category!
Detailed page- Designed the flow of the game-loop with lore for each of the dolls.
- Implemented the AI logic for the green and blue doll in the game.
- Combined gameplay for the lamp with the green and blue doll.
- Initial setup for the project with version control for other team-members.
- Built AI behaviors using a self created behavior tree framework (Unity), enabling modular pirate behavior authoring and debugging.
- Integrated navigation and state-driven decision making for NPCs to support common and special pirate roles (e.g., work/rest/wander behaviors) and reactive behaviors when threatened.
- Collaborated in a team setting with iterative development practices and clear task ownership.
Laundry Planner
A weekly laundry booking app built with React + Supabase, used by my dormmates since December 2025. Try the live demo!
- Built the reservation and cancellation flow for weekly laundry time slots, with multi-select booking
- Designed an iOS-style scroll-wheel room picker on native scroll-snap, without a library
- Cleaned up 1,000+ inconsistent room entries in Postgres with a one-off SQL migration
- Created a separate demo build with fake in-browser data so visitors can try it safely
- Implemented dark mode and live highlighting for the current day and hour