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Angel Angelov – Graphics Programmer

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Year 2 Dev Gallery

Carrr Engine – Custom Racing Game Engine – 1st Semester

Understanding Rasterization on the PlayStation 5:

https://angelov.design/wp-content/uploads/2023/03/first_render_ps5.mp4

glTF Hierarchy Node Model Loading:

https://angelov.design/wp-content/uploads/2023/03/city_gltf_ps5.mp4

Tying Rendering Together with Physics:

https://angelov.design/wp-content/uploads/2023/03/driving_first_prototype.mp4

Ai Vehicle Control + Better Map:

https://angelov.design/wp-content/uploads/2023/03/first_level_load.mp4

Phong Lighting – Spot, Point, and Directional:

https://angelov.design/wp-content/uploads/2023/03/phong_lights.mp4

End of First Half Result:

https://angelov.design/wp-content/uploads/2023/03/first_racing_prototype.mp4

Physically Based Rendering:

https://angelov.design/wp-content/uploads/2023/03/PBR_working.mp4

PBR Lights:

https://angelov.design/wp-content/uploads/2023/03/PBR_rework.mp4
https://angelov.design/wp-content/uploads/2023/03/gameplay_pbr.mp4

User Interface + Better ImGui Control:

https://angelov.design/wp-content/uploads/2023/03/ui_and_editor_rework.mp4
https://angelov.design/wp-content/uploads/2023/03/ProsperoRemoteViewer_5C7acuEDhN.mp4

Sky-box:

https://angelov.design/wp-content/uploads/2023/03/skybox_showcase_gameplay.mp4

Shadow Mapping:

https://angelov.design/wp-content/uploads/2023/03/shadows_in_gameplay.mp4
https://angelov.design/wp-content/uploads/2023/03/shadows_test_env.mp4

Final Product of This Project:

https://angelov.design/wp-content/uploads/2023/03/final_gameplay.mp4

HellBound – Custom Game Engine – 2nd Semester

Prototype #1 of Skull-o-Pendra Boss:

https://angelov.design/wp-content/uploads/2023/10/Initial-Prototype.mp4

Prototype #2 of Skull-o-Pendra Boss:

https://angelov.design/wp-content/uploads/2023/10/Meteorite-WIP-.mp4

Final Prototype of First Half:

https://angelov.design/wp-content/uploads/2023/10/Block-C-Final-Level-Concept-1.mp4
https://angelov.design/wp-content/uploads/2023/10/PS5-Hellbound.mp4

Learning Compute Shaders on PS5:

https://angelov.design/wp-content/uploads/2023/10/Compute-Post-Processing-Shaders.mp4

First Iteration of Bloom:

https://angelov.design/wp-content/uploads/2023/10/Bloom.mp4

Bloom in Practice:

https://angelov.design/wp-content/uploads/2023/10/Post-Processing-Hellbound-Pipeline.mp4

Monochromatic Shader For Ultimate / Death:

https://angelov.design/wp-content/uploads/2023/10/Monochrome-Shader.mp4

Alpha Blend + Depth Sorting:

https://angelov.design/wp-content/uploads/2023/10/Alpha-Sorting.mp4

VFX – Boss Pentagram Attack:

https://angelov.design/wp-content/uploads/2023/10/Cool-visualization.mp4

VFX – Player:

https://angelov.design/wp-content/uploads/2023/10/PlayerVFX.mp4

VFX – Further Boss Attacks:

https://angelov.design/wp-content/uploads/2023/10/Meteor-and-Pentagram-VFX.mp4

Combo Counter – Text Rendering:

https://angelov.design/wp-content/uploads/2023/10/wombocombo.mp4

Final Product of This Project:

https://angelov.design/wp-content/uploads/2023/10/Final-Look-Hellbound8mb.mp4

HellBound Trailer (Not by me) :

The code is under NDA because of PS5 stuff, but you can play the game HERE

  • Card info:
  • Name: Angel Donchev Angelov
  • Age: 21
  • Email: ang.don.ang@gmail.com
  • Phone: +359888557576
  • Website: You're already here...

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