I hold a Bachelor of Arts degree in Computer Games Design from the University of Suffolk. I play all types of games while being always on the lookout for new ways to improve my designs and stay up-to-date with industry trends. Since joining Gameloft two years ago, I have been exclusively working on Gangstar New York, bringing my passion for gaming to contribute to the creation of this exciting game at the Bucharest studio.
Welcome to my design portfolio where I showcase my abilities and commitment to creating engaging games.
DUMITRASCU
BOGDAN
I'm a technical game designer with 5+ years of experience,
specializing in shooter games and skilled in working with the Unreal Engine.
Game Designer for Gangstar New York
AAA PC | Console third person shooter
EDUCATION
BA (Hons) Computer Games Design
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GAMES I LOVE
Escape from Tarkov | 1500 hours
PUBG | 800 hours
Hunt: Showdown | 400 hours
Rainbow Six Siege | 300 hours
PROJECTS
01
CURRENTLY WORKING AT
What I did: Weapons behaviour, effects implementation and components physical animations. Designed and contributed to the behaviour implementation of AI NPCs that populate the city. Created and integrated the license plate generation system. Contributed to other features such as balancing, testing etc.
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User feedback: Overall very positive user feedback. Received a lot of positive feedback especially on the weapon behaviour from players during the closed alpha testing phase.
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Team size: -
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02
SUBMISSION FOR WEEKLY GAME JAM
What I did: Implemented the whole game functionality using blueprints. Designed all the systems, puzzles and narrative. Created and added lighting with different behaviours. Implemented monologue based on player progression using level scripting. Responsible for part of the level design and environment design.
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User feedback: Received very positive feedback overall, especially on the game atmosphere.
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Team size: 2 members
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03
DISSERTATION PROJECT
What I did: Created an AI guard NPC template for stealth games with dynamic patrol route and a response to threat based on a technique used by the US Military Rangers. Designed and programmed the whole AI behaviour as it was a solo project.
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User feedback: Received positive feedback on the AI complexity and how well the blueprints were commented and organised. Also received very good feedback on how I managed to create some functions that were supposed to be done in C++, by only using blueprints.
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Team size: 1 member
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SUBMISSION FOR WEEKLY GAME JAM
04
What I did: Implemented the AI opponent behaviour, player character systems and ball functionality.
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User feedback: Received positive feedback overall, the game offered a fun experience and it had replayabilty.
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Team size: 2 members
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2020 GLOBAL GAME JAM SUBMISSION
05
What I did: Designed and implemented player movement and balance mechanic, camera animations, drinking beer functionality. Programmed the HUD and menus. Contributed to the level design and player character voice lines.
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User feedback: The feedback received exceeded the team’s expectations. It won 1st place at the Jam Site. All the users were eager to replay the game as it was a very fun experience due to the game mechanics and voice lines.
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Team size: 6 members
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06
EXTERNAL CLIENT PROJECT
What I did: Prototyped all the main mechanics for starting a zombie FPS game based on an external client brief. Implemented a fully animated true first person player character with all its moving and shooting systems. Programmed a fully animated zombie AI with different states, a patrol system, specific body parts collisions and ragdoll physics. Created an objective system, HUD and a minimap.
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User feedback: The client was very pleased with the final prototype as well as the time it took to deliver certain features. Received very good feedback on how well we communicated throughout the whole project.
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Team size: 1 member
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