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bjarke's portfolio
  • web development
    • asp.net mvc, c#
    • html, xhtml, css
    • javascript, jquery, ajax
    • java, php
  • game programming
    • c, c++, python
Bjarke Pjedsted
curriculum vitae


2007-2011 senior software developer at NDS Denmark

2 months in Staines, UK working on a set-top box front end (Java, threading)
2 weeks in India for a project handover
7 trips to Paris and one to Germany for project coordination
1 developer conference internal in NDS, presenting a project

2005-2007 game boy advance programmer at Sirius Games
2005 volunteer programmer on the project - Twilight - in cooperation with Aalborg University


2005 participated in one month of game programming in "Det Danske Akademi for Digital, Interaktiv Underholdning (DADIU)"
2000-2005 Cand. Scient, Computer Science in Aalborg University

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games portfolio
slide the game covers with the mouse, or use the arrows
avatar - master of the elements
Avatar is a Set-Top Box game made for SKY Games UK, developed in C on the OpenTV platform.

It is a classic side-scrolling platform game combined with free building of platforms. The hero can build platform on all tiles that are not solid. These tiles can be jumped on and destroyed to create a rain of magic. The magic reveals hidden objects and can destroy enemies below. There are 4 scrolls on each level. Collecting all 4 will make the hero enter the spirit world, where the master (exit) is revealed.

The target platform is very slow so much of the development time was spend optimizing the code. One of my tasks on this game was to develop a system for updating a full screen mpeg i-frame that represents the level. This left only the hero, enemies, HUD, and items for the OSD layer.

avatar - master of the elements screenshot avatar - master of the elements screenshot avatar - master of the elements screenshot
babar - to the rescue
Babar is a children's game for the Nintendo Game Boy Advance written in C++.

The game has three different gameplay modes: Classic side-scrolling platform, scrolling racing (like Micro Machines), and side-scrolling flying (balloon). At each mode the goal is to collect enough coins to pass the level. An advanced multiplier system rewards faster players with a higher score allowing competitive gameplay.

My part in this project was game programmer, i.e. coding logic for each level. Besides coding allot of technical level editing and even level design was required, making the overall job description fluent.

See review at about.com
babar - to the rescue screenshot babar - to the rescue screenshot babar - to the rescue screenshot
ben 10 - power of the omnitrix
Ben 10 is a Set-Top Box game made for Cartoon Networks, developed in C on the OpenTV platform.

A typical platformer with the twist that Ben 10 can change form into different creatures. Each creature has its own unique talents, e.g. one can jump higher and run fast, but cannot take as much damage, whereas another is slow, but efficient against enemies. Killing an enemy reveals a diamond and when all diamonds on the level is found, the level is completed.

With a team of two I have developed much of the game logic as well as the engine. Engine work consists of everything from collision systems to level creation and transitions to menu, etc.

ben 10 - power of the omnitrix screenshot ben 10 - power of the omnitrix screenshot ben 10 - power of the omnitrix screenshot
BomberBlaster is the second game I co-developed at the University. It is developed in Virtools as part of my final semester.

Basically BomberBlaster is a modern clone of Bomberman 95, a fast paced multiplayer game. The gameplay is the exact same, but the graphics is 3D and the network code improved. The goal was to create the same game but improved for modern computers and operating systems.

My parts in this project has been mostly on graphics, sound, and finish but also game programming and network components. I've created all graphics in 3D Studio Max, including intro logo and character animations.

bomberblaster screenshot bomberblaster screenshot bomberblaster screenshot
Conflict is a modernized remake of the 1994 classic UFO: Enemy Unknown, which was developed during my ninth semester at the university.

Conflict is basically a squad based strategy game emphasizing destructible environment. Character evolution and management also plays a big part. The background story is about a future war between USA and the countries in EU.

The semester's theme was Artificial Intelligence so one of the tasks in focus was to develop a game that had strategical elements. Some of the work i did on this game involved the AI and creating influence maps for strategical decisions and use fuzzy logic for reactional decisions. Other tasks involved shooting models, graphics and sound.

conflict screenshot conflict screenshot conflict screenshot
crazy sundaes
As a clone of the popular Diner Dash, this game was made for set-top boxes with the purpose of re-skinning. It's a typical casual game where the player serves ice creams to customers based on orders represented as images above their heads.

Based on an already established code base in c, the focus on this project was to make it easily re-skinnable. This involved text files for setting up placement of graphics and making robust code that could handle new and different data. My main responsibility was to handled the design of the game.

crazy sundaes screenshot crazy sundaes screenshot crazy sundaes screenshot
sky sports golf tour
Since OpenTV set-top boxes does not have much processing power and that all games are made compatible with the slowest of the boxes not much is left for making good looking games. This is the reason this game was made from pre-rendered images and sprites where superimposed onto images. Using 3d data from the original models it is possible to render a simple golfball following a curve.

I was not on the original team making the game, that for some reason never finished it. My task was to completely update the look of the game and make it work. This was a challenge because it was a work in progress for many years with different developers.

The work involved everything from pushing pixels to find bugs in the module loading system.

sky sports golf tour screenshot sky sports golf tour screenshot sky sports golf tour screenshot
goo goes gaga
Goo Goes Gaga is a pac man clone made for Cartoon Network. The game is an overlay game and where the screenshots is black, the tv image would be shown.

The game is pretty straightforward and most of the work went into making the controls feel correct given the bulky controls of the remote control.

With a team of four (one graphics artist, one game designer, and two programmers) this game was done in a few months.

goo goes gaga screenshot goo goes gaga screenshot goo goes gaga screenshot
escape from paradise city
Escape from Paradise City made by Sirius Games is a big production title and a sequel to the game Gangland.

Paradise City was the main focus of Sirius Games with about 20 in-house developers. While the company was on the edge of bankruptcy a handful of people pushed to finish the game. I volunteered to switch from making a Nintendo DS title to work on the game.

Because of low staff and sickness there was a shortage in 3D animators, so I worked about two month on fixing motion capture data for all the characters in the game. Though I'm a programmer I earlier worked with 3D as a hobby, so I could quickly contribute to the process.

The game was finished and published as the company went bankrupt, but it never became a success.

escape from paradise city screenshot escape from paradise city screenshot escape from paradise city screenshot
paradise city ds
While making a transition from Gameboy Advanced to Nintendo DS, at Sirius Games, we created a Nintendo DS prototype of the PC game Escape from Paradise City.

Using the graphics and pre-rendered models from the PC version most of the work was on getting some gameplay. We tried to make a hybrid between the old games Syndicate and Cannon Fodder, resulting in a somewhat violent but also fun game.

As this was i quick prototype I spend some time on level editing and the rest of the time on implementing gameplay elements as controls, player movement, and enemy AI.

video preview

paradise city ds screenshot paradise city ds screenshot paradise city ds screenshot
The first real game we where developing at Sirius games for the Nintendo DS was Sabrina. As a combination of a Tamagotchi, platformer, and a musical tap game it was mainly target female teenagers.

The goal of the game is to keep Sabrina's cat happy and well fit, this will ensure better scores at the pet competitions. Money can be earned at the platform game which worked in harmony with the level music. The gameplay and ideas for the game changed throughout the development, and eventually it never was finished. Everything from music editors to petting the cat was tried.

I did both game design documents and game programming for this game.

video preview

sabrina screenshot sabrina screenshot sabrina screenshot
Krabtilicus is the product of one month of work, while at the National Academy of Digital, Interactive Entertainment. It is developed in a team consistent of programmers and game designers from Aalborg University, animators from The Animation Workshop in Viborg, Instructor from Film Skolen Copenhagen, and other.

The game is a part adventure, part First Person Shooter (FPS) with a twist of humor. Eric is a scientist which has to fight giant mutated crabs which is attacking the Danish city Aalborg to save his love Aase.

The game is created in Virtools, a Unity like prototyping application that supplies some of the ground work. I contributed by coding the adventure game part, interface, and partly one of the first person levels.

krabtilicus screenshot krabtilicus screenshot krabtilicus screenshot
work portfolio
click on a logo to see details
infinite tv logo kabel bw logo mapster logo salient logo sky logo
infinite tv exchange
date: september 2010 - february 2010
location: NDS
work: Portal for selling and buying video content: asp.NET MVC 2, C#, JavaScript, HTML

One of the biggest projects the Danish department of NDS has ever been involved in is the Infinite Tv Exchange (ITX). Starting as a concept for easier allowing content providers to sell their products without the hassle of legal document, it soon became a big prototype. A prototype that later turned into a demo for the Consumer Electronic Show (CES).

I came into the project late and the first task i got was to investigate scheduling programs. We eventually made a prototype that was web based like YouTube's Video Editor. After the prototype I worked on the main web page with the rest of the team. ITX promotional web page

infinite tv exchange infinite tv exchange
kabel bw video on demand
date: june 2009 - august 2010
location: NDS - denmark, france, india
work: Video on Demand service for German KabelBW Set-top boxes using html and JavaScript

For about a year I worked in collaboration with the French department of NDS on a Video on Demand service for a german customer. My job was to be architect, team lead and handle the communication with the French. This involved traveling to Paris, France several times, for coordination meetings and on location debugging. Finally in june 2010 i traveled to india for two weeks for a handover to the Indian department. I was promoted to Senior Software developer on this project.

See video preview (scroll down to "3. Film aussuchen"):
kbw video on demand kbw video on demand
mapster game editor
location: NDS
work: Editor for maps and sprite positions, written in Python

The Mapster project started because several employees independently expressed the need for a map editor. Many of the games where made either in code, custom editors, or a very old freeware editor. My experience from Sirius Games told me that an editor of higher quality could really increase productivity, especially because we made many small games.

The project was already started by a colleague in Python, so we continues with it using wxPython. Unfortunately the editor reached a mature state at a point where set-top box games where loosing market. I was taken off the project to go to England on another project.

location: NDS
work: Server based game engines for Set-top boxes: Windows Services, C#, JavaScript

Salient was an ongoing investigation for making a kind of games store/portal for Set-top boxes. The concept covered everything from discovering new games to hosting multiplayer games. Because set-top boxes are very different regarding performance, we came up with the idea of trying to, make the server host the games and only update the client with graphic positions. In this way a message to a client could be: update sprite 034 with new position (43, 52), etc.

The system remained in prototype, but had potential for playing high performance games on low performing set-top boxes. In April 2010 I went to Berlin for an internal developer conference to present the project to hundreds of NDS co-workers.

salient salient
sky - look and feel epg
date: 20th october 2008 - 19th december 2008
location: NDS - staines, england
work: Electronic Program Guide (EPG) interface using concurrent java

In october 2008 the english department of NDS needed some help developing an EPG for internal testing. Two and my colleagues and I went to Staines to work on the EPG. It involved creating the user interface directly in Java. First task was handling conflict pop-ups that could pop up anywhere in the application, triggered by and thread. Other tasks involved other screens as the "now on" banner, etc.

sky epg sky epg sky epg