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About me

Hello.

My name is Konstantin Nosov (Gildor is just a nickname), this is my personal site.

I'm a game developer from the St. Petersburg, Russia. I've started programming when I was in a school. The first programming system was a ZX-Spectrum with a 8-bit Z80 CPU. My first programming language was a Z80 assembler.

 I like to do things which were not made before and to solve complex tasks. My most noticeable personal projects are:

  • very fast single-pass macro assembler for Z80 CPU with the builtin Turbo Pascal like editor
  • modified Quake 2 engine (see below)
  • implementation of the fast deflate algorithm for zlib
  • UE viewer, legacy name is "Unreal Model Viewer" (publically available on this site)

I have graduated from the Saint Petersburg State University of Aerospace Instrumentation. My area of specialization was "system programming". I received a diploma with honors.

I have started (non-professional) game development in 2001, when John Carmack released his classic Quake 2 source code. I have completely re-created the Quake 2 engine. It was rewritten using C++, I have added support for the Quake 3 player models and playing on Quake 1, Kingpin, Half-Life and Quake 3 levels (I have had some challenges with Half-Life, plus I have yet to finish Quake 3 support because I have switched to the UE Viewer project).

I have decided to switch to the professional game development in 2006. I worked as a senior programmer in the "Parallax Arts Studio" (the company was closed in 2008). The game title was an "Exodus from the Earth". My major specialization there was an engine optimization (for speed and memory usage) and working on XBox 360 port (abandoned at the final stage). Some low-level engine systems were completely rewritten for better performance. In Parallax Arts Studio I've got a task to create a new animation system for future projects. I have not found good open-source animation systems to learn, so I've decided to look at the UT2004 internals - it had very good animation system (in 2007). Due to the lack of the public information I've begin disassembly of this great game ... So in the autumn of 2007 very first (private) version of the umodel were created. Umodel's animation system were used as a base for the animation system made for Parallax Arts Studio.

About the reverse engineering ... My life is not full with the reverse engineering - I prefer to create something by myself than to dig into somebody's (often not fair) code. I'm disassembling since the school, started with Z80 CPU. Much later I've switched to the PC. The first major experience in reversing was a Quake 3 disassembly. I've asked myself: why Quake 3's renderer is much faster than Quake 2 with more complex geometry in the same time? Later I've got an answer :) I've made a new renderer for the Quake 2 which was based on the reversed Quake 3 renderer (Quake 3 source code became available only a few years later). Currently I've got enough OpenGL experience by myself so there is nothing from Quake 3 left in my engine.

(more to come)

 

Unfortunately the market for Russian game development does not currently have much opportunity, so I'm looking for a job in a game development company that has a world presence and commitment to quality as I have.

I am looking to work with a dedicated team that has a passion for making AAA games. Working with a team that supports the vision of quality is very important to me as a long term strategy in my career.

 

Contact information.

You may either post a private message on the forum or send a message to my facebook page and I will respond promptly. I hope it is not very hard - I have already contacted by the few V.I.P. by the way of the forum's PM. I don't want to publish my email address here because of the "spam age". There are my accounts:

 Gildor.org forum http://www.gildor.org/smf/index.php?action=profile;u=1
 Epic Games forums http://forums.epicgames.com/member.php?u=1349315
 Facebook http://www.facebook.com/konstantin.nosov

 

My resume is always available on request.

 

 

Thank you for the reading,
Konstantin 

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