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

Tron BattleTanks

SDL game to learn game engine programming and game programming patterns

  • 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.

Color-A-Cube

A 3D color-by-number game where you color a 3D model made out of voxels

  • 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 gameplay

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.
Shiver Thy Timbers

Shiver Thy Timbers

Group project made during the first semester of the last year

  • 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.

Tower Trouble

Game project made during the second semester of 2nd year

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

Aladdin

Small game to learn SDL basics

Space Combat Arena (SCA)

Dynamic Difficulty Adjustment (DDA) prototype

AT Weather App

App created during Tool development course to deepen the knowledge of WPF and C#

Revenge of Thor

2D platformer made in unreal using PaperZD

DirectX Render

Project made to learn the basics of graphics in DirectX

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