
BOGDAN
DUMITRASCU
I'm a game designer at Gameloft Bucharest studio
that specializes in technical design.
ABOUT
Bogdan Dumitrascu
Hello there, I am game designer currently working on Gangstar New York at Gameloft Bucharest Studio.
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I have been passionate about games for as long as I can remember. Since I was very young I became curious about how games are created and how I can change things to make them more fun. This lead to an interest in creating custom maps for games such as MX vs ATV Unleashed and Trackmania series using built-in editors.
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I continued to play all the games I could get my hands on and took basic programming courses for C and C++ around the age of 12.
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Eventually, I managed to purse this passion even further by getting a Computer Games Design Bachelor of Arts degree in UK at the University of Suffolk in 2021.
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While studying game design, I became part of the Beyond Skyrim - Elsweyr: Sugar and Blood modding team, designing different systems and 3D modelling clutter objects. I also participated at the Global Game Jam and Weekly Game Jam multiple times.
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In my last year of university, I started teaching Game Development using Unreal Engine to middle school children, as a way of giving back to the community and hopefully helping them find a passion from this that they can pursue as a career.
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I have started working as a game designer at Gameloft as soon as I finished my dissertation.
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Beside my passion for video games, I enjoy playing all kinds of sports, riding my motorcycle or simply going out for a beer with my friends.

EDUCATION
BA (Hons) Computer Games Design
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PROJECTS
01
CURRENTLY WORKING AT
What I did: Weapons behaviour, effects implementation and components physical animations. Designed and contributed to the behaviour implementation of AI NPCs that populate the city. Created and integrated the license plate generation system. Contributed to other features such as balancing, testing etc.
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User feedback: Overall very positive user feedback. Received a lot of positive feedback especially on the weapon behaviour from players during the closed alpha testing phase.
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Team size: -
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Project length: -
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02
SUBMISSION FOR WEEKLY GAME JAM
What I did: Implemented the whole game functionality using blueprints. Designed all the systems, puzzles and narrative. Created and added lighting with different behaviours. Implemented monologue based on player progression using level scripting. Responsible for part of the level design and environment design.
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User feedback: Received very positive feedback overall, especially on the game atmosphere.
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Team size: 2 members
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Project length: 4 days
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03
DISSERTATION PROJECT
What I did: Created an AI guard NPC template for stealth games with dynamic patrol route and a response to threat based on a technique used by the US Military Rangers. Designed and programmed the whole AI behaviour as it was a solo project.
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User feedback: Received positive feedback on the AI complexity and how well the blueprints were commented and organised. Also received very good feedback on how I managed to create some functions that were supposed to be done in C++, by only using blueprints.
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Team size: 1 member
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Project length: 1 month
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SUBMISSION FOR WEEKLY GAME JAM
04
What I did: Implemented the AI opponent behaviour, player character systems and ball functionality.
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User feedback: Received positive feedback overall, the game offered a fun experience and it had replayabilty.
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Team size: 2 members
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Project length: 3 days
2020 GLOBAL GAME JAM SUBMISSION
05
What I did: Designed and implemented player movement and balance mechanic, camera animations, drinking beer functionality. Programmed the HUD and menus. Contributed to the level design and player character voice lines.
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User feedback: The feedback received exceeded the team’s expectations. It won 1st place at the Jam Site. All the users were eager to replay the game as it was a very fun experience due to the game mechanics and voice lines.
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Team size: 6 members
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Project length: 2 days
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06
EXTERNAL CLIENT PROJECT
What I did: Prototyped all the main mechanics for starting a zombie FPS game based on an external client brief. Implemented a fully animated true first person player character with all its moving and shooting systems. Programmed a fully animated zombie AI with different states, a patrol system, specific body parts collisions and ragdoll physics. Created an objective system, HUD and a minimap.
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User feedback: The client was very pleased with the final prototype as well as the time it took to deliver certain features. Received very good feedback on how well we communicated throughout the whole project.
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Team size: 1 member
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Project length: 2 months
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