Filipe Amim's
Portfolio










Index

  • Commercial
    • Crysis 3 (In Development)
    • Crysis 2
    • Aquatic Tales (In Development)
    • Farmer Jane
    • Colortrail
    • Aquapark
    • Lumen
  • Own Works
    • Cherry
    • Area Portal Visibility
    • VI ABST0x01
    • VI GDP 3
    • VI GDP 2
  • Demonstrations
    • Gamedev.net '4 Elements' 5 PreAlpha
    • Render Monkey
    • Musics
  • Old works
    • Fractal World
    • Random Shooter
    • Infected Blood
    • VI GDP
    • VI STR 1.5 Industria
    • VI STR Industria





Crysis 3 (In Development) - Crytek

Crysis 3 is the latest game for the Crysis Triology. The game still features New York but with a big catch. Cell built a few biodomes around the city to contain the Ceth. Those biodomes act as some sort of greenhouses and the city is now overgrown with a lush rainforest jungle.

I continue as a weapon programmer for this project. I am doing some tools to improve the workflow on weapons for designers and animators, improving weapon animation to optimize memory and to simplify asset creation.

Images:

Links:

Gamespot:
http://www.gamespot.com/crysis-3/

GameTrailers:
http://www.gametrailers.com/game/crysis-3/16304






Crysis 2 - Crytek

Crysis 2 is my first AAA title, one of the biggest EA games of 2011.

This game is the second debut of the critically aclaimed Crysis. It is the first console game from Crytek and is going to feature New York this time.

My primary work on this game was on Player controls, weapons and animation. You can see some of the weapons on the YouTube video bellow.

Images:

Links:

Gamespot preview:
http://www.gamespot.com/xbox360/action/crysis2/news.html?mode=previews&tag=tabs%3Bpreviews

IGN preview:
http://uk.xbox360.ign.com/articles/108/1082763p1.html

GameTrailers page:
http://www.gametrailers.com/game/crysis-2/11404






Aquatic Tales (In Development) - RTS and GameInvest

This is the project I was working on at Real Time Solutions before I joined Crytek. It's a game from GameInvest for Windows and Wii. It uses the RTS's in-house engine developed to ship Farmer Jane. It was highly modified to support more animations, better art pipeline and, for the first time, console development.

Images:

Links:

Gamespot: Visit Gamespot issue about Aquatic Tales
http://www.gamespot.com/wii/adventure/aquatictales/index.html?tag=result;title;1

Official Site: This is the official GameInvest website for this game
http://www.gameinvest.net/aquatic.html






Farmer Jane - Real Time Solutions Lda. 2008

This was the most successful game RTS have created so far. It came Top 10 for several days. It is an arcade casual game distributed by Big Fish Games. You can visit this site to know more about the game and to download a demo, and, of course, do not forget to buy the game :)

Instead of making the game, I have been part of the team that developed the in-house engine that powers this game. That engine will be used in later projects as well.

Images:

Links:

Big Fish page: Visit Big Fish's page about Farmer Jane
http://www.bigfishgames.com/download-games/3523/farmer-jane-game/index.html






Colortrail - Real Time Solutions Lda. 2007

This was a game I have been evolved at Real Time Solutions Lda. It is a colorful casual game first distributed by Big Fish Games. You can visit this site to know more about the game and to download a demo, and, of course, do not forget to buy the game :)

Images:

Links:

Game: Download trial version
http://www.bigfishgames.com/download-games/2154/color-trail/download.html

Big Fish page: Visit Big Fish's page about Colortrail
http://www.bigfishgames.com/download-games/2154/color-trail/index.html






Aquapark - Real Time Solutions Lda. 2006

This was my second commercial Project, a casual game produced by Real Time Solutions Lda. and first distributed by RealArcade. You can download the demo and visit the official page at rts-studios to know more about the game, and, of course, don't forget to buy the game :)

Images:

Links:

Game: Download demo
http://www.rts-studios.com/Static/download/AquaparkSetup.exe

Official Page: Visit game's official page at rts-studios.
http://www.rts-studios.com/Dynamic/product/aquaparkDetails.aspx






Lumen - Real Time Solutions Lda. 2005

My first commercial project. It's a simple casual game produced by Real Time Solutions Lda. Please visit the official game site to know more about this game. Download the demo and don't forget to buy the game :)

Images:

Links:

Game: Download demo
http://www.rts-studios.com/Static/download/LumenSetup.exe

Official Page: Visit game's official page at rts-studios.
http://www.rts-studios.com/Dynamic/Product/LumenDetails.aspx






Cherry - Inercia Demoparty 2008

This was a demo that was presented at Inercia Demoparty 2008 event here at Portugal. This was my first demo that I did with the help of another programmer.

I was responsible for the demo framework design and implementation, graphics, shaders and exporter for 3D Max. My fellow programmer and friend Diogo Neves was responsible for framework implementation, demo scripting and particle effects. Marco Vale was responsible by all the art and animation presented at the demo. The music of this demo was already created and it was done by me as well.

The demo was created in 3 weeks including framework design and implementation, graphics and demo scripting. Marco Vale already had a concept created at that time and did all the art in only one week.

In the future, we plan to create more demos with more time and using the same framework developed for this demo.

Right now you can only see screenshots but with time I will add more content.

Images:






Area Portal Visibility - Inercia Demoparty 2008

This is the presentation I made for my Show&Tell at Inercia Demoparty 2008. It's an area portal visibility determination application I had made to get some know how in this fantastic technique.

This application loads an obj file I created my self with portal and geometric data, then, it prepares that geometric data for the visibility determination. In the end, it shows the results.

The presentation was 20 minutes long, I showed the application running, a PowerPoint presentation with a simple explanation of the inner workings and a session of questions at the end. The original PowerPoint presentation is in Portuguese and you can get the translated version as well. I still do not have any video, something I have to add lately.

Images:

Links:

Application: Download the original application
content/downloads/AreaPortalEngine.zip

Source code: The original source code for this application
content/downloads/AreaPortalEngineSource.zip

Portuguese Presentation: The original PowerPoint that was presented at Inercia Demoparty 2008
content/downloads/AreaPortalEngine.ppt

English Presentation: The translated PowerPoint
content/downloads/AreaPortalEngineEng.ppt






VI ABST0x01 - Breeze Demoparty 2007

This demo was first presented in a small demoparty called Breeze Demoparty. All engine and demo code were done by me, the artwork is a mixture of old and new stuff created both by me and Jae686 and I also created the music.

This project was created in 1 month, including engine, demo, and artwork. The music was already created at that time.

Images:

Links:

Demo: Download the demo
content/downloads/VIABST0x01.rar

Scene.org: Visit the Breeze at scene.org to see other entries
http://www.scene.org/dir.php?dir=%2Fparties%2F2007%2Fbreeze07/






VI GDP 3 - Gamedev.net "4 elements 4" competition

This was my entry to GDNet's 4 elements competition, the forth generation. The 4 elements were pirates, zombies, robots and ninjas and I decided to use them all. The player is a robot ninja and the enemies are zombified advanced pirates. The gameplay is a clone of the Super Mario Bros with lots of platforms and badies to destroy.

The game was produced in 3 weeks, including modifications to the VIGDP2's engine, small phisics engine, artwork and sounds. I only took that time because I only knew the existence of the competition too late (the other competitors had 6 months of work).

Images:

Links:

Game: Download the game.
content/downloads/VIGDP3.zip






VI GDP 2 - Inercia Demo Party 2005

This game was presented at Inercia Demo Party 2005 for the gamedev competition. All code was done by me, almost all graphics were done by me as well, additional graphics by Jae686, the musics and sound effects were also done by me.

This game took 2 months to produce including the engine, all code, graphics and sound.

Images:

Links:

Game: Download the game
content/downloads/VIGDP2.zip

scene.org: Inercia Demoparty 2005 productions
http://www.scene.org/dir.php?dir=%2Fparties%2F2005%2Finercia05/






Gamedev.net '4 Elements' 5 PreAlpha

This is an incomplete game I was making for Gamedev.net '4 elements' competition, version 5. Unfortunately, due to personal time constraints, I was unable to finish the project.

This game would be my first First Person Shooter. I used Irrlicht Graphics engine to create the graphics, Gile[s] application to generate lightmaps and Ageia Physx for phisics. I ended up by doing signicant changes to Irrlicht engine. I changed the way materials worked to support multi-pass rendering, added a pixel space glow effect (some king of fake bloom effect), changed the way lights worked and added a new material type based on Quake 3 Arena shader material. For this material type, I developed a new shader language using flex and bison for parsing.

The rules are simple. Use WSAD to move the character , Space to jump and mouse to point. Left click to fire a basic weapon. You should run away from the five enemies in the scene.

All artwork used in the game was taken from samples in Irrlicht and Gile[s].

Images:

Links:

Game: Download pre alpha version of this game.
content/downloads/GDNET4E5_preAlpha.rar






Render Monkey

Some of my graphics experience comes from this program. It is a shader editor and visual fast prototyping application. It helped me to test and learn some graphics techniques that I later applied in C++ demos and games.

I have an huge (dosens) of tests on this program, some of them don't even work already, so I selected what I think to be the best ones.

Each Workspace is a technique or visual experiment and comes with a Note to explain what was the purpose on creating that workspace and copyrights of material used.

  • Layered Fog - A simple layer fog application.
  • Relief Texture Mapping - An application of relief texture mapping.
  • Shadow Mapping - My first test with shadow mapping.
  • Skin - A fake Sub Surface Scattering effect developed by Nvidia applied to a face skin.
  • Underwater - A scene visual effect to create an underwater mood.
  • Volume Light - An application of volume lighting to add mood to scenes.
  • Xian - A shader developed by ID Software for Quake 3 Arena and translated to GPU programs.

Images:

Links:

Layer Fog:
content/downloads/RM_LayeredFog.zip

Relief Texture Mapping:
content/downloads/RM_ReliefTextureMapping.zip

Shadow Mapping:
content/downloads/RM_ShadowMapping.zip

Skin:
content/downloads/RM_Skin.zip

Underwater:
content/downloads/RM_Underwater.zip

Volume Light:
content/downloads/RM_VolumeLight.zip

Xian:
content/downloads/RM_Xian.zip






Musics

Although being a game programmer, I also enjoy music. I did and I still do some music works. Much of my games and demos have musics done by me. I also had participated in some music competitions for the demoscene.

You are free to use any of these musics in any project. Just add to me in the credits. I would like to know if some of these musics are being useful in some way as well.

Bad Sensi Trip by Filami on Mixcloud


Original Sound Tracks

  • VI ABST0x01 - The music that was used for this demo.
  • VI GDP 3 - The original musics I did for VI GDP 3.
  • VI GDP 2 - The original musics of VI GDP 2 and an extra music not featured in the game.
  • Fractal World - The rendered original music (This intro64k used V2 from Farbrausch and the high quality rendered music.
  • Random Shooter - All the pieces composed for this LudemDare 48 Hours competition entry.
  • Infected Blood - The original musics created for Infected Blood.
  • VI STR 1.5 - The music that was used for this demo.
  • VI STR 1.0 - The music created for this demo.

Competitions

  • Exotic Electronics - Presented at Inercia Demoparty2008. Trance.
  • Symphonic Dreams - Presented at Inercia Demoparty2008. Symphonic.
  • Sad Flutes - Presented at Breeze 2007. Indica BreakBeat.
  • NoTitle - Presented at Inercia DemoParty 2005. Drum&Bass.
  • Alianeted - Presented at Inercia DemoParty 2004. Trance.

Links:

OSTs: Download all original sound tracks.
content/downloads/MusicOSTs.zip

Competitions: Download all musics used in competitions
content/downloads/MusicCompos.zip






Fractal World - Inercia DemoParty 2005

This was my first intro64k. It was presented at Inercia Demo Party 2005. This demo is CPU intensive because it executes the fractals in real time. A fast processor is required. At that time, I had an AthlonXP 3000 and it didn't run very fast.

Images:

Links:

Demo: Download the demo
content/downloads/FractalWorld.zip

scene.org: Inercia Demoparty 2005 productions
http://www.scene.org/dir.php?dir=%2Fparties%2F2005%2Finercia05/






Random Shooter - Ludum Dare 48 Hours Competition (2005)

This was my second try at Ludum Dare 48 hours competition. The objective was to produce a simple game in a given theme in only 48 hours. The game should be produced only by one person and the code, arts and sounds should be done in that time limit. The theme was Random and I had decided to create a shooter game with random formation sequence.

Images:

Links:

Game: Download Game. Source Code is included
content/downloads/RandomShooter.zip






Infected Blood - Ludum Dare 48 Hours Competition (2004)

This was my first try at Ludum Dare 48 hours competition. The objective was to produce a simple game in a given theme in only 48 hours. The game should be produced only by one person and the code, arts and sounds should be done in that time limit. The theme was Infection and I did a Snake clone.

Images:

Links:

Game: Download the game
content/downloads/ld48.zip

Source: Download the source code
content/downloads/ld48_code.zip






VI GDP - Inercia DemoParty 2004

This game was developed to the Gamedev Competition in Inercia Demo Party 2004. Code and sounds were created by me, 3D and 2D arts by Jae686 and music by Jeenio. The game needs a Direct3D9 compliant graphics board that supports pixel shaders 2.0. I didn't developed any alternative render path at that time.

ATTENTION: This game will crash in some computers!

Images:

Links:

Game: Download the game
content/downloads/VIGDP1.zip

scene.org: Inercia Demoparty 2004 productions
http://www.scene.org/dir.php?dir=%2Fparties%2F2004%2Finercia04/






VI STR 1.5 Industria - KEP 2 (2003)

This is my second demo and was first presented in KEP2, in 2003. It's just follow up of VI STR with more artwork, textures and a simple octree based scene graph. It was also my first project using an exporter for max done by me.

Again, I did all the code, the music and camera animation. Jae686 did the all models and textures.

Links:

Demo: Download demo
http://www.videmogroup.org/releases/STR15_last_version.zip






VI STR Industria - Inercia DemoParty 2003

This is my first project ever, a very simple 3D demo for a demoparty in Portugal, Inercia DemoParty 2003. It's also the first project produced by Volumetric Illusions demo group.

I did all the code, the music and camera animation. Jae686 did the all models.

Links:

Demo: Download demo
http://www.videmogroup.org/releases/volumetric_illusions_-_str_industria.zip

scene.org: Inercia Demoparty 2003 productions
http://www.scene.org/dir.php?dir=%2Fparties%2F2003%2Finercia03/