I was always passionate about 3D rendering techniques so i a made a
tech demo of a custom CPU based renderer in Unity. I implemented some basic lighting models like diffuse and phong. I also added reflection and shadows support.
Really exited to research a little bit on AI and play with ML-Agents! I made a simple demo where agents are trying to keep the ball bouncing off the floor. Both groups are doing almost the same thing, except group (A) trying to reach the ball the highest, while group (B) trying to maintain a minimum speed for the ball
Attended a three days conference where Unity helps you to power up your development
and get the most out of our engine, as well as get a sneak peek at
upcoming product features, new services and future plans.
In July '16 I joined VividlyApp start-up as tech lead developer and co-founder member. The team's vision was to empower 3D designers and architects with interactive and immersive experiences using VR and help them better understand and iterate through their designs. Our main goal was to develop a web platform, so they can upload their 3D models and experience them from any device in VR.
Developed Connectum mobile game for GemCraftGames.com which launched for Android. Connectum is a simple turn based multiplayer PvP puzzle game where players compete against each other for the best score.
[Under Development] Developing a sports analysis tool using Kinect and Unity for Daniel Juddernaught. The software will be tracking your body and will advise you, on how to improve your exercises. See more on Kinima.fit
Developed a simple fish boid system for the needs of a friend, which would be placed on screens sideways stations showing the fish gathering and while people passing to go away.
Developed and directed the pipeline of the 3D game “ToumpaWorld”, which was made for the commercial purposes of AmitaFun (Coca-Cola Hellas) and was launched for Web, Android and iOS platforms.
A Complete Game including Multiplayer for the purposes of the Individual Project module during my MSc. The game created within 3 days using Unity Game Engine and Photon Network.
Attended a three days conference where there were presented many novel researches on the relevant area. Some of the covered areas were Animation Systems, Character and Facial Animations, Particle Systems, Crowd Simulation, Path Planning and many more.
Game Jam is a game development competition that lasts 48 hours and all participants (in teams of up to 4) must create a game according to competition’s guidelines. My team completed a third-person action 3D game which could be played either with a keyboard and mouse or with Mirosoft’s Kinect sensor. It is worth mentioning that I formed my team the same day of the competition with individuals that were unfamiliar with one-another.
The main theme line of the competitions was an "extraordinary" story. Whereas we wrote a short story of 2 twin sisters being cursed by their fellow villagers which led the their (2) souls to be combined; as their bodies are apart, the twin soul is in pain seeking revenge on villagers and trying to finally fuse with its other half. The game is played using Kinect sensor and your body while you try to control both of twins. Using your right hand you launch a fireball, while using your left hand you turn and aim around you. More over you are able to move around by moving your foot respectively and finally switch between twins by clapping your hands. Below you can get the game we've created during the competition. Keep in mind that was initially created to be played with Kinect; this version is playable just with keyboard and mouse. The aim of the game is to reach one witch with the other.
Movement: W, A, S, D
Fire: Mouse Left Click
Swap Witches: 1, 2
Since I have started to develop desktop applications using Kinect, I had
to test my code by standing-up in front of the sensor. At start it was
funny, but as soon as I had to do it tens of times within a day it was
starting to be annoying. So, I decided to create an application-interface that
could record and playback any moves!
The project is written in C# and Visual Studio 2010.
I was in need of getting screenshot frequent so i decided to wrap it up and publish it. This is a simple application for automatically saving screenshot by the press of a button or every interval (s).
About a month later of my thesis submission, I have attempted to create a second version of my original project. This time I decided to migrate my project to Unity game engine. The second attempt was focused in more realistic graphics design and also improving the movement of the fighting models.
I've just completed my thesis' project on game development.
The project meant to be a fighting-style game (like Tekken, Mortal Kombat etc..) written in XNA 4.0 and combine the power of Kinect. The aim of the project was to create a mechanism to handle appropriate the fighting models. Unfortunately, there wasn't enough time to focus on graphics design.
Hello, roughly a year later I decided to upload my Thesis report, project source and binaries, because in the meantime some people asked me for. Please excuse me for any mistakes in my project as I don't have the time to clean it up before posting it. I am doing this because I hate reinventing the wheel; so if anyone find it useful I will be glad to see a better solution and/or a different approach/project; even a 'thnx' would be great :). If you have any questions don't hesitate to contact me via email at a.semertzidis(at)gmail.com.
Below you can download my report and my project files:
Report
Source Files
Binary Files
* Please keep in mind that in order to run the binaries files you should have installedXNA 4.0 Framework and running Kinect on v.1.0.0.45 Beta 2 drivers, otherwise application will crash on start.