Hello and Welcome!
I'm Robin Doeleman, a game programmer at The Game Assembly, Malmö, and have been studying there for nearly 2 years.
During this time, studying the different aspects of Game Programming under Niklas Hansson, I've been working with themed 2-month game projects, and have been a part of different teams with up to 5 programmers and 5 artists.
The team I mainly worked with was SubPixel; there I was mostly programming the rendering pipeline and a lot of tech and tools, but also some AI and networking.
The 3D-themes were FPS, RTS and Space Shooter, and the 2D-themes were Point & Click, Shoot 'em Up, Turn Based Strategy.
During these projects and classes, I've aquired a broad set of skills:
C++ and OOP, as if it would be my second language.
3D-Rendering, with our own "in-group" renderer using DirectX10 and HLSL.
Shading, such as BRDFs, Non-Photorealistic Rendering, Global Illumination, HDR, and Post-Processing like Motion Blur, Depth of Field, Bloom and SSAO.
Tools, as we are using our own engine, we need our own tools to create the environments, models and effects.
Debugging and Optimizing, with tools such as PerfHUD, Pix, V-Tune and Visual Studio.
AI, with anything from pathfinding to learning and planning.
Networking, using a client/server-architecture for our RTS.
Threading, used in our rendering, AI, network-simulation and input.
Scripting with LUA, making our code and games more interactable for artists and scripters.
Management, Teamwork and Methodologies, mostly using Agile-methods like SCRUM and XP-variants.
Currently, I'm working with my last project with SubPixel: a 3rd-person Hack 'n' Slash, á la Devil May Cry. I'll put up more info and screens when we've got something interesting to show! ^^