In the dynamic realm of game development, I'm grateful for the opportunity to continually prove myself in this exciting industry. I am very thankful that I can truly say, I contribute to projects that provide worldwide entertainment. Inspired by some of the industry's greats, my work is guided by a deep-seated passion for crafting immersive experiences. With a background in Computer Science from Penn State College of Engineering, I merge technical expertise with artistic intuition to create worlds that resonate with audiences. Through a commitment to excellence, my aim is to leave a lasting mark on the industry. As you explore my website, I hope you find inspiration and enjoyment in the experiences and major titles, I've had the privilege to contribute to.
Notice: The projects presented herein represent a curated selection of my personal portfolio that I am pleased to share. It should be noted that certain projects may not include code samples, as their availability is subject to project specifics. I maintain an extensive repository of projects completed during my academic tenure, as well as other personal projects, which I am open to sharing upon direct inquiry. For those interested in obtaining code samples or further details, kindly reach out to me via email at me@matanbotansky.com. I welcome the opportunity to discuss and provide additional insights into my work.
A procedural terrain generation system that utilizes 3-layer noise calculations to create natural-looking topography. The system involves a PRNG seed system that can regenerate the base noise maps for each terrain sample and creates a procedural mesh with parameters for vertices, triangles, and UV values. The material for the mesh includes a mix of textures, which are blended based on the noise calculation to form a natural-looking material.
A C++ Ray Tracing program that demonstrates fundamental techniques of Ray Tracing and Rendering in Computer Graphics. Built as a top layer on OpenGL despite not using the built-in functions for methods of reflection, refractions, z-buffers, transformations, etc. Instead used GLM, knowledge of linear algebra, and computer graphics theory to implement such cases.
Full mathematically generated rollercoaster written in C++ OpenGL. Rollercoaster implemented fully with cube meshes stretched with Catmull-Rom Splines with minimal triangles and correct normals. The attached video is also rendered with an OpenGL camera that moves with correct physics kinematics with real-time rendering. The project also included a valid UV texture mapping and heightmap-generated terrain.
Just a cool slime material that sticks to surfaces and pulses. Ended up being very efficient and used on a game project in realtime as an obstacle that sticks to and damages the player.