ALEC BIELANOS
GAME DESIGN AND DEVELOPMENT

Who Am I?

a photo of me

I am currently pursuing my undergraduate degree in Game Design and Development with a dual minor in Creative Writing and Spanish from the Rochester Institute of Technology, where I anticipate to graduate in December of 2018.

Over the past two (almost three) years, I have learned more than I ever thought I could about designing and engineering the next generation of games and software. I have produced numerous projects both in groups and on my own which can be found on the 'projects' section of my website.


Avid Developer...

my opengl project my ai project

I've spent my time here learning several programming languages to utilize in different development situations. My strongest language is currently C#, especially when scripting in Unity, although C++ is a close second. I've also been able to pick up Java, Javascript, and some JQuery. The ideal job, for me, would be to create modules or plug-ins that could be used to cover a variety of applications.

Other than programming, I've also excelled in several of the design courses offered in my program. These cover UI/UX Design, tabletop and digital prototyping, 2D and 3D Asset Production, and interactive audio development.

If you're interested in learning more, you can find a printable PDF of my resume by clicking the 'resume' button in the navigation bar at the top of the website (opens in a new window).


...among other things!

some photos of me

An equal balance of work and play keeps the creative mind strong, and I love getting away from the computer as much as I love being on it. Outside of class, you might find me juggling, playing music, searching for the most dangerous objects to balance on my face, or out and about with my friends.

The clubs and organizations that I take part in and the vast number of social connections across disciplines that I've made throughout my time here have helped strengthen me as a critical thinker. Exploring the different avenues of life has only broadened the knowledge that I can take with me into the design and development process!


Qualifications:

Back to Portfolio Page

Projects

ADAPTERRA The Rad Review AI Flocking Simulation Woshiba (Combat Game) The Subway Web Audio Visualizer Chord Wars OpenGL Instancing Demo

BIELA_GL

An OpenGL Engine by Alec Bielanos

Several Planets, sparse asteroids

Description:

A prototype of an OpenGL engine completed in December 2016.

Constants determine the number of planets as well as asteroids per planet to be drawn.

Uses instancing - capable of rendering over 500,000 asteroids with only slight framerate dips (>1million vertices)

Ability to control player ship with WASD Movement to view asteroids from all angles

View the source code on my GitHub page.

100,000 asteroids around 1 planet
Class Hierarchy

In This Project:

  • Object Oriented Programming in C++ (OpenGL)
  • Model & Texture Loading from files
  • Random Map Generation (Planets & Asteroids)
  • Custom Vertex & Fragment Shaders
  • Custom camera handling

Skills Used:

  • C++ Programming with pointers
  • Visual Studio 2015
  • Seeded Random Generation
  • Strong OOP/Class Hierarchy
  • C++ File IO
  • Design with Expandability in mind

WOSHIBA

A Combat Experience built in Unity

Alec Bielanos, Trevor Walden, Maurice Edwards, Simon Voorhees

An Image of Woshiba

Description:

A Cross-Platform Capable Twin-Stick combat game, finished in December 2016

Play as an Android with a wide variety of combat abilities, including:

  • Basic Attacks
  • Slice (Longer) Attacks
  • Deflecting Enemy Projectiles
  • Dashing Forward
  • Overclock - Slows Projectiles and destroys disabled enemies

Battle against unique enemies with their own special attacks and immunities!

Implements a wave system - number of enemies increases with each level.

Due to an issue with how WebGL handles the input of Woshiba, the demo is currently unavailable.

Woshiba final art
Woshiba UI

My Roles:

  • Implement Random Wave Generation
  • Layout UI and hook up buttons in code
  • Parsing input into different abilities
  • Help with enemy design and implementation

Skills/Tools Used:

  • Unity 5.4 (Exported to WebGL)
  • C# Component-based scripting
  • Unity UI
  • Unity Physics Implementation

THE SUBWAY

An IGME202/IMD Solo Project

Subway Image

Description:

A subway-themed level to demonstrate knowledge of Autonomous Agent programming in Unity/C#, completed in December 2015.

Among these algorithms were Reynolds' Steering force calculations as well as Separation, Alignment, and Cohesion of the monster "flock" in the level.

The two trains follow a path defined by Nodes in a doubly linked list, changing direction when they reach the end.

*Assets in this program were downloaded from the Unity Asset Store, and were not created by me.

You can play the demo here (Unity WebGL).

Additionally, the documentation for this project can be found here.

Subway Image 3
Subway Image 2

In This Project:

  • Autonomous Agents
  • Unity Scene Construction
  • Reynolds' Steering Algorithms - Leader Following and Path Following
  • Motion Physics
  • Advanced, Self-Created Algorithms

Skills Used:

  • C# Coding with Visual Studio 2013
  • Unity Game Engine Development
  • Linked Lists for World Waypoints
  • Understanding of Physics
  • Time Management through Milestones

AI Simulation Demo

A* and Flocking

Alec Bielanos, Alexander Earley, Ross Hoelscher

Top-down view with weighted A* nodes

Description:

A project demonstrating knowledge of implementing A* and flocking algorithms in Unity, completed in March 2017.

The flocking contains weighted Separation, Alignment, and Cohesion, as well as weighted obstacle avoidance using raycasting.

Play the WebGL build of this demo right here.

Additionally, you can view the source code on GitHub.

Controls:

  • WASD to move the player (red unit)
  • C to change camera view (isometric and 3rd person player)
  • R to restart the simulation
  • Additional controls are listed in the top left corner of the simulation

The isometric view of the world
A view of the player

My Roles:

  • Implement Flocking Behaviors (Separation, Alignment, Cohesion)
  • Implement Obstacle Avoidance using raycasting
  • Help design the 3D terrain (using unity standard assets)

Skills Used:

  • Knowledge of Unity3D Physics
  • Reynolds' Steering Algorithms
  • Input handling

THE RAD REVIEW

An IGME236/IIMI Group Project

Alec Bielanos, Ben Wilcox, Quang Dao, Katherine Harrison

The Rad Review Image

Description:

A satire news website modeled after others of its kind, such as the onion. Completed in December 2015.

This design is UI only and has not yet been turned into a working webpage. The mockups and wireframing was all completed in Adobe Photoshop.

You can view a copy of our final design document here.

The Rad Review Image 3
The Rad Review Image 2

My Roles:

  • Modeled the UI for the "Front Page" of the website
  • Helped source and include fonts and images
  • Designed the Logo

Skills Used:

  • Sketching, Wireframing, Creating Mockups
  • Photoshop Image Construction/Manipulation
  • Knowledge of Typography/Design Principles
  • Formatting and Submitting Professional Design Documents

ADAPTERRA

An IGME220/GDD1 Group Project

Alec Bielanos, Chris Brown, Maurice Edwards,
Kenneth Probeck, Simon Voorhees, Trevor Walden

Adapterra

Description:

A Eurogame-Style tabletop game featuring dynamic and fluid ability sets completed in May of 2016.

The game was designed with the goal of creating a complex and engaging tabletop experience while maintaining several paths/strategies to reach the win condition.

You can view a copy of our game's rule sheet here.

Adapterra Image 2
Adapterra Image 3

My Roles:

  • Helped formulate design concepts/strategies
  • Formatted and submitted Design Documents
  • Designed Playing Cards
  • Monitored and kept records of Playtests

Skills Used:

  • Using Fullerton's "Formal Elements" of Game Design
  • Creating formal MS Word/Powerpoint documents
  • Constant team communication
  • Photoshop image creation/manipulation
Adapterra Image 4

WEB AUDIO VISUALIZER

HTML Canvas/Javascript

A sample of the canvas window

Description:

An audio visualizer using the web audio API implemented with HTML canvas and javascript completed in March 2017.

Includes animated facial features as well as a range of filters and songs to choose from.

Play around with it here. Documentation on design specifics is included on the project page!

NOTE: Some songs included include explicit language - see documentation attached to project page.

The controls of the visualizer
Adapterra Image 3

In This Project:

  • Clean, intuitive controls
  • Song selection, 4-band EQ, filter selection
  • Animated rectangles, arcs, and bezier curves
  • Monitored and kept records of Playtests

Skills Used:

  • Javascript with IIFE and JS objects
  • HTML Canvas
  • Clean Documentation/Technical Writing

CHORD WARS

HTML Canvas/Javascript

Alec Bielanos & John Palermo

Chord Wars Cover Photo

Description:

A sound-based combat game completed in April 2017.

This project was formulated to showcase proficiency with object-oriented javascript implemented into HTML5 Canvas.

The Premise: Gather musical notes around the map as they spawn and formulate chords with a root note of 'C'. Different chords have unique damage and healing characteristics.

You can now play the game here.

NOTE: Google Chrome is HIGHLY recommended due to audio playback issues in other browsers

This game includes audio - be sure to have your volume un-muted! (Start with sound low)

Additionally, you may view the documentation and bibliography (completed as part of class project) here.

Chord Wars Notes and Enemies
Chord Wars Charging Attack

In This Project:

  • Basic Physics (movement, collision detection, edge detection)
  • Cohesive 'retro' pixel feel in audio and visuals
  • Menu System using game states
  • Object-Oriented Javascript segmented in modules (js module pattern)
  • Smoothed animations using delta time
  • Responsive controls using a key daemon

My Roles:

  • Image Drawing and Manipulation - preloading image(s), animations, particle system, photoshop editing/web optimization, etc.
  • Overall design of specific modules using the revealing module pattern as well as pseudo-enumerations using objects with Object.freeze
  • Audio Design, creation, and implementation (Recorded in FL Studio)
  • Sourcing and embedding fonts both locally (server side) and through 'link' tags
  • Design and implementation of data structures used in the storage of notes
  • Collision detection algorithm for note pickup and algorithm to check for available chords based on inventory of notes.