Alexander Sarton Cozzi | Developer

Dtail

Created by

PixelPool Interactive

Engine

Unreal Engine 4/5

Platforms

Windows/MacOS

Role

Senior Software Engineer

Systems & Tools
Gameplay
UX/UI development
Backend
Architecture
Mentoring junior engineers

Currently at PixelPool, I am contributing to the SaaS platform called Dtail. Dtail helps fashion brands to visually plan, analyze and sell their collections by providing a 3D and cloud based go to market platform.

Thanks to its smart capabilities, unique features and ease of use, the tool has unlocked new levels of visual fidelity, customization and collaboration opportunities, and has improved global brand alignment on merchandising and sales.

You can find more information about the project here >>

Multiple confidential projects

Created by

PixelPool Interactive

Engine

Unreal Engine 4

Platforms

Windows / Android / iOS / VR / GearVR

Role

Software Engineer

Systems & Tools
Gameplay
UX/UI development
Backend

Since 2017 I have been working at PixelPool on applications for the biggest international retail brands. Unfortunately due to the very high security/confidentiality of the content created for these brands, I am not able to share most work publicly.

In general these are applications created with Unreal Engine 4 that are used by the retail brands for internal presentation. I worked on different solutions for multiple platforms such as Windows/Android/iOS/VR and GearVR. For these applications he has been working on all parts of the application such as tools, systems, backend, UX/UI development and gameplay mechanics. Next to that he has also worked on tools programming both for the applications created in UE4 but also for improving the workflow of his colleagues with tools created in C# and WPF

Karmaflow: The Rock Opera Video game

Created by

Basecamp Games

Engine

Unreal Engine 3

Platforms

Windows (Steam)

Release date

January 2015

Role

Game Programmer

Player movement
Game play mechanics
AI movement/intelligence
User interface development
Tools Programmer

Alexander was one of the programmers for Karmaflow: The Rock Opera Video game. He was responsible for the player movement, important game mechanics, player input and AI movement and also UI. Alexander worked closely together with the game designers, 3D artists and animator to make sure the vision of the game was maintained.

"Karmaflow: A Rock Opera Video game" is about the journey of The Karmakeeper, who is the being responsible for maintaining the balance in the multi-verse. You take on his role, and have to travel to different universes where the balance of life has been distorted. Through puzzling and platforming you have to bring the long-lost Karmaflow back into these worlds, to drive out the unbalanced Karma that led to the destruction of the guardian spirits of these universes.

Each guardian spirit is voiced by a different singer, who will reveal the story of the Karmaflow universe and how these different worlds came to their downfall, in song. With a sweeping orchestral score performed by the Dutch Metropole Orchestra supported by a full rock band, several ethnic instruments and electronic elements, the narrative of Karmaflow will be told in a unique way. The music in the game will react and change according to the players behavior and how he changes the world.

You can find more information about the game here >>

Lineblazers

Created by

Basecamp Games

Engine

Unreal Engine 4

Platforms

Android/iOS

Status

Not released

Role

Game Programmer

Game play mechanics
User interface development
User interface design

Lineblazers is a casual mobile game that was in development for a couple of weeks while I was working at Basecamp Games.

In Lineblazers you fly your rocket over several planets and through space while dodging obstacles. Grab power-ups and multiply your score by boosting your rocket. Based on the popular one-tap formula, Basecamp Games experimented with this idea and designed the low-poly, easy to play Lineblazers. The game was set to be released on iOS and Android devices. Even though the development was 80% finished, we could unfortunately not find a publisher. The game was not released to any platform.

Digiroom Builder

Created by

Basecamp Games

Tools

C++ / OpenFrameworks / Arduino / Unreal Engine 4

Platforms

Windows / Arduino

Role

Software Engineer

Arduino/OpenFrameworks implementation
Tools development
UI development
Develop communication between multiple Arduino's, music and user input

While working at Basecamp Games, Alexander worked on a tool designed for Real Life Gaming. The Digiroom Builder connects software to hardware, and can be used to control a full interactive environment, linking sensory input, real life triggers, light, sound with audio and video players, and even game-engines. This allows for a new kind of real-life gaming experience where the only limit is your imagination.

The Digiroom Builder was made with OpenFrameworks in C++ which allowed to build communication between all these different types of input and allowed the escape room owner to take control over the full escape room while real life people are playing inside. It also allows the owner to send information to the players when they are stuck or are in need of hints.

The Digiroom Builder has been implemented in two operational escape rooms in the Netherlands.

Ik ben hier niet echt

Created by

Basecamp Games

Engine

Unreal Engine 4

Platforms

Oculus rift (Windows)

Role

Game Programmer

General development
User input
Some cinematic animation

This project was an interactive poem "Ik ben hier niet echt" (I am not really here). Developed in 2 weeks time in Unreal Engine 4 for the exhibition "Er hangt iets in de lucht" which took place from the 5th until the 28th of June 2015, Kruithuis, Den Bosch, Netherlands.

Batvision

Created by

University of the Arts Utrecht students

Engine/Tools

Unity/Zigfu

Platforms

Windows (Kinect)

Role

Game Programmer

Kinect implementation
Game play mechanics
Random terrain/world generation
User interface development

Bat vision is created for the school project: Here I Am at the University of the Arts Utrecht in 2012. Alexander is one of the game design and development students who worked on Bat Vision.

Bat vision is a top down arcade game, where you are flying a bat using Kinect. You can turn the bat by stretching out and moving your arms. If you clap your hands, the 'vision' from the bat will turn on. The vision will slowly decrease, so if you do not clap frequently you will not be able to see your surroundings. This way you have to switch between steering the bat and clapping your hands. Meanwhile, you have to collect fruit pickups for your high score. The levels are randomly generated terrains, textures and objects. So it is always a surprise what will be next.

Afterlife: The lost memories

Created by

University of the Arts Utrecht students

Engine

Unity/3dsmax

Platforms

Windows

Roles

Game Programmer & 3D modeller

Player movement
Game play mechanics
3D modeling
User interface development

Afterlife is a project made with a group in a couple of weeks. Alexander did all programming and most of the 3D modeling Afterlife is a story about a woman that is trapped in a world between life and death after a car accident. By solving puzzles about events that happened in her life she can find her way back to life again.

Quick Addiction

Created by

University of the Arts Utrecht students

Engine

Unity/3dsmax

Platforms

Windows

Roles

3D modeller & Level designer

Quick addiction was a school project of a couple of weeks for the University of the Arts Utrecht in 2014. I mainly worked on the environment 3D art, some level design, game design and helped a bit out with development as well.