Pablo Bollansée
AboutAbout

Een eenvoudige boerenjongen

Info

Name Pablo Bollansée
Nationality Belgian
Birthday July 18th, 1991
Contact Pablo.Bollansee@gmail.com PabloProductions.be
Source Github.com/TheOddler Bitbucket.org/TheOddler

Education

2014-2016 Master of Science, Applied Informatics (Major Artificial Intelligence), KU Leuven. Graduated Cum Laude with 80% for my thesis.
2013-2014 Physics, KU Leuven, first year only. Passed all my classes but decided not to continue in favor of the applied informatics master course.
2009-2012 DAE: Digital Arts and Entertainment (Major Game Development), Howest Kortrijk. Graduated Cum Laude.

Experiences

Vanguard Games Four month internship at Vanguard Games (Amsterdam, Netherlands) in 2012. Worked as a programmer, mainly C# and C++, during the development of Halo: Spartan Assault and Game Gurus. Afterwards I did another two weeks as a vacation job as well.
MyMachine Worked with the MyMachine initiative to create a game for hard-to-handle kids. Along with other students I worked in group to create a game based on inventions made by the children.
ReConnect Imagine Cup 2011, Game for Windows and Games for Windows Phone 7. Finished in half finals.

Projects

War Systems A turn-based-strategy game based on Advance Wars.
Planetoids An asteroids inspired game in which rocks are sliced exactly where hit with a laser.
Liquid A water and erosion simulation in Unity.
Risk of Thrones A huge, 1.2m by 1.6m, Risk board based on the Game of Thrones world.
Pokédex A simple Pokédex made in Elm, using Pokéapi for all the data.

Main skills

Programming Algorithms Design patterns
Game logic Proper class design
Unity 3D Fast prototyping
C# game logic scripting

Programming Languages

C# 6+ years of experience Preferred language
Game programming Mainly in Unity (C# 3/4)
Application development
Java 3+ years of experience Main language during master studies
Distributed applications RMI, JavaEE, GAE
Basic Android development
C++ 3+ years of experience Main language during DAE studies
Hasn't seen much use since finishing my bachelor degree
Other Python, Haskell, Elm, Rust, Prolog, C, Javascript, HTML, CSS, ...

Minor skills

Photoshop Texturing (diffuse, specular, glossiness, normal maps)
General photo and image editing
Blender 3D modeling Unwrapping

Once upon a time

3ds Max Optimized low-poly meshes Unwrapping
Sub-D modeling Normalmap baking
Skinning
Mudbox Hight-poly sculpting Normalmap baking
Direct X Basic 3D pipeline coding
PhysX Implementing physics, including fluids and forcefields

Spoken languages

Dutch (Native), English

Check out the printable version of my cv.

War SystemsWar Systems

A brilliant turn-based strategy game

War Systems is a project I’m working on in my spare time. For the moment it’s mainly a learning exercise I’ve been doing over the past several years, redesigning it whenever I see fit. I’ve restarted with a clean code-base several times, each time improving it and applying new things I learned in college.

It’s a Turn-Based Strategy game, based on Advance Wars, but it takes place on actual planets. I’m making it in Unity for PC/Mac and playing around with touch-input and WebGL. The most recently restart of the project is focussing on a full undo/redo system, as well as both sync and async networked multiplayer.

Read some more about the project here.

PlanetoidsPlanetoids

An awesome space shooting game

Planetoids is a little game I made in my first year of DAE. It's a lot like astroids yet with unique movement controls and a twist on the laser. When your little spacecraft shoots a laser it slices the planetoid exactly where hit.

I remade it several times as I was learning new web technologies. First recreating it using WebGL for the graphics, and then later using the html5 canvas. The latter is what you're seeing above. Originally it used a custom physics engine, but now it uses Box2dweb.

Later I also made an Android version using Unity, which you can download on the Google Play store for free.

Read more about the game here or play it in fullscreen.

ReConnectReConnect

Our entry for Imagine Cup 2011

ReConnect is a game about connecting and combining islands to rebuild the world. It was made by Steven De Meyer, Thijs Morlion, Elie Verbrugge and myself as entry for the Imagine Cup 2011. We finished in the half-finales.

ReConnect was developed in about four months, from nothing to concept to fully playable game and this while still having a lot of other school-work to do. Since ReConnect was our entry for the Imagine Cup 2011 it was made with XNA for Microsof Windows.

Read a bit more about the project here or download the current build here.

Other ProjectsOther Projects

Risk of Thrones

Risk of Thrones (shown above) is a huge, 1.2m by 1.6m, Risk board I made as a birthday present for my sister.

The board is based on the map of the Game of Thrones world, and includes some special places with interesting new rules. It’s open-source and you can check it out here.

I also made a little companion app that automatically divides the world up for the start of the game.

Liquid

Liquid is a water and erosion simulation in Unity. The latest version runs entirely on the GPU for a very fast simulation. Check it out here.

An older version ran on the CPU, but was fully multithreaded so it ran very smooth. Check out my Reddit post for some more information.

Pokédex

A simple Pokédex made in Elm, using Pokéapi for all the data. It shows basic type information for use during a battle. I found other sites to show way too much information, while most of the time I only want to know which moves are super effective. You can try it out here or view the source code here.

3D3D

Three-dimensional

Concerning 3D, I’m well rounded, but not an expert in anything. I have a basic knowledge of both low- and high-poly modeling, both subdivision and sculpting. I also know what diffuse, specular, glossiness, height, bump and normal maps are and how to make and use them. Even rigging, skinning and animation are aspects of 3D I know. As well as some knowledge of both particles and materials in UDK.

You won’t find the best 3D-artist in me, though I do know how to talk to people that are.

Low Poly

Debris and me

Debris and me - Wire

Reliant Regal - Front

High Poly

Thunderbird 2 - Advertisement

Thunderbird 2 - Render

Thunderbird 2 - Wire