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Josip Benčić

Josip Benčić

Zagreb, Croatia
Member since December 27, 2016
Josip is a part-time game programmer and a part-time mathematics student at the University of Zagreb—he started programming in C++ while in high school. He developed his first game (a simple 2D shooter) and since then has worked on many tasks with various technologies in the game development industry. He specializes in algorithms, artificial intelligence, and optimization.
Josip is now available for hire
  • Lion Game Lion
    C++, Unreal Engine, Lua, Diesel Engine, C#, Unity, Golang
  • C, 3 years
  • Data Structures, 3 years
  • Algorithms, 3 years
  • Game Development, 3 years
  • C++, 3 years
  • Visual Studio, 2 years
  • Unreal Engine 4, 1 year
Zagreb, Croatia
Preferred Environment
Visual Studio, C++
The most amazing...
...thing I've coded is a generic game AI algorithm that solves many 2-player turn-based games.
  • Game Programmer
    2016 - PRESENT
    Lion Game Lion
    • Developed an AI algorithm for a turn-based 2-player game that's independent of the game mechanics. It is used in the creation process of game mechanics for a game that is yet-to-be developed. The algorithm was done in Golang and plays challengingly for many different game concepts.
    • Worked on the AI for the upcoming AAA title Raid World War 2.
    • Implemented various game prototypes in Unreal Engine 4, some in VR. Built an in-house plugin for UE4.
    • Implemented various systems in Raid WW2. Spent a month or 2 just bug-hunting in the final phases of Raid WW2.
    • Interacted with many non-technical colleagues, mostly designers and artists, converting their ideas to game code.
    Technologies: C++, Unreal Engine, Lua, Diesel Engine, C#, Unity, Golang
  • Linear Algebra Engine (Development)

    In 2016, I was completing a Linear Algebra 2 course and to help myself and fellow colleagues debug our task solutions, I wrote a C++ implementation of the Gram-Schmidt algorithm on various vector spaces (such as multidimensional R and quadratic matrices which I plan to add some more later). Later, I added some other solvers and plan to continue adding whatever I find interesting.

  • Spaceshooter 2D Game (Development)

    I used the Allegro game programming library as an interface for OpenGL and other low-level systems. The game was first coded in C, and later refactored in C++. I implemented a mini-math library for collision detection in 2D.

  • Turn-Base Game AI (Development)

    I implemented a couple of different approaches to solving turn-based games—from with Minimax and pruning to Monte Carlo Tree Search similar to Alpha Go. Tested on the games: Connect Four, Tic-Tac-Toe, Go, and Chess.

  • Languages
    C++, C, Java, Go, Python 3, C#, Lua
  • Other
    Data Structures, Algorithms, Game Design, Artificial Intelligence (AI), Competitive Programming, Game Development, Game Design Documentation, Optimization, Video Game Physics, Game Physics
  • Frameworks
    Unreal Engine 4, Machine Learning, Unity
  • Tools
    Visual Studio, JIRA, Mercurial, Trello, Subversion (SVN), Git
  • Platforms
  • Libraries/APIs
    Keras, TensorFlow, OpenGL
  • Paradigms
    Agile Software Development
  • Storage
  • Bachelor of Science in Mathematics
    2015 - 2019
    University of Zagreb - Zagreb, Croatia
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