Aiden Cvengros
Gameplay Programmer | He/Him | Resume Link
I am a computer scientist who enjoys game development. My specialties include gameplay and graphics programming, with my favorite bit of those fields to personally implement being particle systems and other graphical effects that add impact and game feel to the actions people take in game...
Retrofit is a puzzle platformer created in a custom engine developed by me as a solo project using the Vulkan graphics API. We play as Alice, a woman who refurbishes old electronics. A freak electrical storm transports her into the world of a classic retro video game, and she's not alone. Stray objects from modern computers have been taken into the game with her and it's up to Alice to make sure everything gets sent back to the programs they came from, and get herself home in the process.
Showcase Skills:
Created the graphics and game engine on which the game runs. This included systems and tools that allow me to quickly interface with engine processes to develop the game.
Implemented multiple render passes and post processing passes in the Vulkan graphics API. I implemented graphics effects such as the curved screen and CRT TV effect to give the game that retro feel, as well as implemented a masking system to change the effects being applied to certain parts of the screen as a way to showcase the encroaching modern objects.
Programmed platformer gameplay elements including: movement, collecting keys, using keys to unlock doors, breaking blocks, collecting coins.
No Evil Escape is a collaborative portfolio piece made in Unreal Engine that I helped create as my senior project at DigiPen. No Evil Escape is an online-networked, multiplayer puzzle game in which the three players are limited in either their sight, hearing, or speaking, affecting how they must cooperate to complete puzzles.Â
Showcase Skills:
Created interactable game objects to facilitate multiplayer puzzle gameplay. Directly communicated with designers to ensure that the functionality they wanted for puzzle objects was implemented correctly.
Implemented network replication for interactable objects using Unreal Engine's blueprint system.
Created the visual filter effect for the sight-altered player. Also implemented this filter to only be active while the sight-altered player is talking into their microphone.
The team worked with a rapid application development model that allowed for prototyping features that the developers wanted to show off in this senior portfolio piece before those features were implemented into the rest of the project.
An ode to the old flash-style upgrade launch games, Seed Migration takes you on a journey as an acorn making it's way as far as it can to grow a tree somewhere new! This game was made for the 2023 Global Game Jam and used the Unity game engine.
Showcase Skills:
Worked with the Unity physics system to create the physics conditions that the team wanted.
Helped plan additional features like upgrades to ensure that those features both added to the gameplay experience and could be finished within the game jam deadline.
Assisted the designers in creating goals for the game that fit the game jam's theme of "Roots" while staying in scope for what could be achieved within the 48 hour time limit.
The team worked with an agile methodology that allowed quick course corrections to the project allowing us to make full use of the limited resources available.
Alchemist's Grove is a first person grenading game made in Unity that I helped create as my junior game project at DigiPen. The player crafts potions to produce various effects when thrown at enemies.
Download the game here: https://games.digipen.edu/games/alchemist-s-grove
Showcase Skills:
Implemented a system for the potion effects using Unity items that allowed potions to be modified in editor. I also helped create and test most of the potion effects in the game.
Created particle effects for different potions using Unity store assets. This involved modifying assets to create particle emitters that both visually and mechanically fit with the gameplay effects of potions.
Placed props throughout the levels to add visual diversity to the game and make the game world seem more natural and interesting.
Brewl is a potion brewing rpg where the player scrounges for ingredients and uses those ingredients to brew different potions. It was made in a custom engine built by our team.
I was responsible for constructing the graphics engine for the game using OpenGL, as well as producing graphical effects from that engine such as screen shake or particle effects. This project allowed me to practice graphics engine programming fundamentals, particle system creation, and working with designers to maximize visual game feel.
Showcase Skills:
Created a graphics engine using OpenGL that allowed my team members to produce visuals on screen using .png assets.
Created a particle system that allowed different effects to be efficiently made using clear C++ class structures.
Coordinated with designers to create many visual effects such as particle effects and screen shake to help emphasize game feel and interactibility in the game.