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Hey, I'm

Damyan Peychev

Game Programmer / Developer

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About Me

I am an aspiring game programmer/developer passionate about creating immersive and engaging gaming experiences. I am always eager to learn and enhance my skills in game development, striving to write clean and efficient code. With substantial experience working in teams, I am an enthusiastic, hard-working team player dedicated to developing story-driven and gameplay-focused games.

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My journey in game development began in 2020 with my first game development course. Since then, I have worked on several personal and team projects, continuously honing my skills. In 2023, I enrolled in the Saxion University of Applied Sciences, pursuing a Bachelor's degree in Creative Media and Game Technologies. Over the years, I have gained valuable experience in critical thinking and problem-solving, which I apply to my programming projects.

My Skills

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C#

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Java

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C++

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JavaScript

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HTML

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LUA

These four languages are the ones I am most proficient and familiar with. I have been using C# for several years now, I have used both Java and JavaScript to crate a game and I have created two sites using HTML. I have recently started using C++ as well. I used it for my OpenGL project as well as a small game. I have also used it for a university project. Out of all the languages LUA I have used the least but I have basic understanding of it as I have used it for a project.

My Projects

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CASTLE SIEGE

Castle Siege is a 3D medieval tower defense game that I have been developing on my own for about a month and a half. It is built in Unity, using free assets that I found online. Since this is my solo project, everything aside from third-party assets and packages has been created by me.
I focused on making the project easily expandable—for example, designing the enemy spawning system to be highly adjustable and ensuring that towers can be modified with ease. I also implemented key gameplay systems, including a tower upgrade system, a tower placement system, an enemy spawner, and three different tower types. Additionally, I developed a status effect system. I followed coding design patterns, such as the event-driven design pattern, to maintain clean and efficient code. Lastly, the game is completely free of bugs, errors, and warnings.

You can find the project source files
here and the build here.
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The Scorch

The Scorch is a 3D open-world, knowledge-based game developed in my second term of second year in university by my team, Sliding Dog. The team consisted of three artists, two engineers, and one designer. We created the game in just three weeks using Unity, with each team member contributing an average of 105 hours. During this time, I had the opportunity to enhance my skills in UI design, animation-based combat systems, post-processing effects, inventory systems, particle effects, and working with Git LFS for version control.

You can find the project files
here and the build of the game here

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Jief's Diner

Jief's Diner is the second game my team, Sliding Dog, and I created. It’s a time-based cooking game for PC and mobile, inspired by Overcooked. The game was developed by a team of two engineers, three artists, and one designer.
In Jief's Diner, the phone acts as a controller, while the PC provides all the visual feedback. Each device has a unique interface: the phone displays the player’s inventory and ingredients, while the PC shows different cooking stations and gameplay feedback. Players perform various cooking actions, such as cutting, mixing, and plating, directly on their phone, with inputs sent to the PC.
For this project, I worked on networking, using Mirror for Unity to simplify communication between a dedicated PC server and connected mobile devices. This experience strengthened my understanding of client-server architectures, data synchronization, and network messaging. Additionally, I worked extensively with lists, arrays, and dictionaries, improving my ability to manage and structure game data efficiently. I also deepened my experience with Scriptable Objects, which helped streamline game logic and data management.

You can find the project
here and the pc and phone builds here.
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Sorcerer's
Sprouts

Sorcerer's Sprouts is an arcade game I developed together with my team, consisting of two designers, two engineers, and two artists, during my second term in the first year of university. I took the role of a lead engineer . Additionally, we designed and built an arcade controller using an Arduino, for which I programmed the inputs for various buttons, the joystick, and the accelerometer. This project taught me the importance of really good teamwork and the intricacies of hardware-software integration.

OpenGL

This project is built in C++ using OpenGL and is a personal project, meaning I developed everything myself. It is a simple program that includes functions to render a pyramid, a sphere, and a cube within the scene, along with basic lighting.
The goal of this project was to become more familiar with C++ and to gain a better understanding of the rendering pipeline—specifically, what happens behind the scenes during rendering.

You can find the source files of the project
here and the build here.
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During the third term of my first year at university, our team—comprising two designers, two artists, and two engineers—developed "Whispering Winds," a physics-based puzzle game. We utilized the GXP engine, developed by our university, and I implemented a custom physics engine to handle the game's mechanics.
A key feature of this physics engine was the integration of a collision manifold script, which is essential for accurately managing contact points during collisions. This script facilitates precise collision response by determining the exact points of contact between colliding objects, ensuring realistic interactions within the game environment.
The physics engine operated within its own world, responsible for calculating all collisions and managing rigidbodies. Similar to Unity's approach, rigidbodies were components attached to game objects within the GXP engine, enabling them to participate in the physics simulation. This structure allowed for the application of forces and torques to game objects, resulting in dynamic and physically accurate behaviors.

If you want to check out the project you can do it here.
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BURNT OUT

"Burnt Out" is a 3D game that uniquely blends tower defense and roguelike elements, developed in Unity by a team comprising two engineers, two designers, and two artists. The project was completed within a three-week timeframe and was designed to support an anti-smoking campaign by illustrating the detrimental effects of smoking on the lungs.
During this project, I further honed my skills in UI design, animations, and animation-based events while also working on enemy spawning systems, Unity NavMesh, health systems, and animation-based attack systems. As one of my first 3D projects, it also gave me the opportunity to work more closely with 3D models.

You can find the project
here.
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LightKeeper

LightKeeper is a point and click game me and my team created during our second term, first year of univeristy. In this project I was the lead engineer and most of the code was created by me. As this was my first game I worked on with a team I got to learn how to collaborate with others and how hard that is, how to manage a sheared codebase and to implement different components.

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© 2024 by Damyan Peychev. All rights reserved.

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