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Filip Vencelides

Software Engineer / Game Dev Enthusiast

Based in Brno 🇨🇿, I am a Visual Informatics student at Masaryk University, specializing in Game Development. I spent four years working as a Software Developer at ICE Industrial Services, later transitioning to a part-time role where I continue building tools for 3D Concrete Printing (3DCP).

With over a decade of experience in game modding, particularly in Vietcong, I evolved from a modder (level designer, artist, and scripter) into a full-fledged developer focused on 3D graphics, creating tooling that expands the capabilities of other creators and enables new modding workflows.
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Who am I?

3D Graphics & Tooling Developer, Game Development Student, and Modder

I have over a decade of experience in game modding, with in-depth knowledge of Vietcong and Hidden & Dangerous 2, including their underlying systems, asset pipelines, and engine limitations. I have created and published 10+ multiplayer maps, developed custom modding tools for games with no official modding support, including my own OpenGL-based 3D level editor for Hidden & Dangerous 2Lutsip LS3D Editor released at 18.

Alongside this, I have extensive experience developing Blender addons for working with custom file formats and engine-specific data, often involving reverse engineering of proprietary file formats.

I later spent 4 years at ICE Industrial Services working on a 3DCP slicer, gaining experience in real-world 3D tooling and software development.

I completed my bachelor’s degree at 22, with a thesis focused on development of a lightmap generation tool – a project that brought me back toward game development. I am now continuing my studies in Game Development within the Visual Informatics program at Masaryk University.

My journey began at an early age, experimenting with game environments and creating content, eventually leading me into programming, 3D graphics, and reverse engineering 3D file formats.

Education

2022-2025
College of Polytechnics, Jihlava
Bachelor's degree • Applied Informatics
2025-present
Masaryk University
Master's degree • Visual Informatics: Computer Games Development

Experience

2021-now
Software Developer
ICE Industrial Services. Žďár nad Sázavou, Czech Republic

3DCP Slicer Development

Software Developer

I began my professional career at the age of 19 as a Junior Software Developer at ICE Industrial Services, a Czech-based company, where I was involved from the very beginning in developing a software solution for print path design and data preparation for 3D Concrete Printing (3DCP), a project that has since evolved into Coral Construction Technologies.

During my first month, my work focused primarily on backend development, including API design and communication between microservices. However, leveraging my background in 3D graphics, I quickly transitioned to developing a custom in-house 3DCP slicer, built entirely from the ground up.

The result is a tool that seamlessly integrates slicing capabilities into the Grasshopper environment within Rhino 3D, enabling designers to work directly within their familiar workflow. This allows them to procedurally generate print paths from their own geometries, which can then be fabricated using Coral’s 3DCP technology.

Through this work, I rapidly progressed from a junior developer to the lead developer responsible for the 3DCP slicer, taking ownership of both its architecture and implementation.

These experiences have given me a strong foundation in software engineering, a high degree of independence and ownership, as well as hands-on experience in cross-functional collaboration and direct communication with end users to refine requirements and workflows.

In addition to my work on the slicer, I also contributed to the development of various internal tools aimed at optimizing company processes and improving overall efficiency.

Projects

Lightmap Generator (2025)

2025 Featured Bachelor's thesis

A lightmap baking tool I developed as part of my Bachelor’s thesis, focused on precomputed global illumination in 3D scenes. It supports interactive scene visualization, light setup, and lightmap baking, with global illumination computed using a CPU-based path tracer. Results are generated progressively and can be inspected during the bake.

The thesis goes beyond the implementation, it documents both the underlying theory and the complete lightmapping pipeline, making it a practical reference for understanding how these systems work.

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Lutsip LS3D Editor (2020)

2020 Featured High school capstone project

A custom level editor for Hidden & Dangerous 2, powered by my own C# OpenGL-based 3D engine, developed as part of my high school capstone project.

The project required an in-depth analysis and partial reimplementation of the original game engine, as no official modding tools or documentation were available. Over the course of a year, I reverse engineered most relevant file formats and built an editor for creating and complete editing of game levels.

While some tools already existed, they lacked a 3D view and supported only a limited subset of features, making it effectively impossible to create new levels or significantly modify existing ones. The editor significantly improves the modding workflow, allowing creators to design levels in a more intuitive and efficient way. Its release marked a new era for Hidden & Dangerous 2 modding.

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Blender Ptero Tools (2021)

2021 Featured Blender addon

A Blender addon adding full support for Vietcong / Vietcong 2 (Ptero-Engine-II / Ptero-Engine-III) 3D formats which enables creation of custom 3D assets for both games.

While official tools existed, they were limited to outdated versions of 3ds Max (7/8) and lacked support for advanced workflows such as character creation, skeletal animation, and vehicle assets. In addition, the dependency on licensed software and plugins incompatible with modern versions made them impractical to use.

To overcome these limitations, I developed a complete Blender-based toolchain, enabling modern and more efficient asset workflows. The project involved extensive reverse engineering of proprietary file formats.

The addon supports complete import/export of engine formats, including skeletal meshes, animations, facial expressions, and equipment placement, while also exposing engine-specific configuration and material settings.

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Blender LS3D Tools (2020)

2020 Featured Blender addon

A Blender addon developed as a companion tool to the Lutsip LS3D Editor, enabling the Hidden & Dangerous 2 modding community to create custom 3D assets for the game.

The addon adds support for the 4DS format, allowing users to import, create, and export all supported object types. It provides full control over LS3D-specific object types and materials, including engine-specific settings.

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Koppa (2020)

2020 Featured Vietcong map

This is my latest original map and likely my most successful one, having been regularly played and forked twice into derivative versions.

The map is set in a Vietcong’s jungle encampment enclosed by rocky cliffs. It offers limited traversal across the surrounding rocks, as well as a small cave location. Despite the green jungle setting, I aimed to maintain strong readability and clear navigation.

The map is relatively compact, reflecting the declining player base over time, and was primarily designed for DM and COOP modes. In practice, however, it found success mainly as a COOP experience and remains part of the regular map rotation on the vietcong.tk server.

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Cryogenesis (2026)

2026 Video game

A first-person rail shooter currently in the prototyping stage, developed as part of the Game Development course at Masaryk University in a team of three together with Mikuláš Šťastný, Adam Renčo. The initial prototype was co-developed also with Jo Hyorim.

The game is set in an alternative 1990s setting with sci-fi elements, where the player fights monsters infected by a cryogenic parasite. The atmosphere focuses on cold, darkness, and confined spaces, with a sense of isolation. The player progresses through a scientific facility and eventually attempts to destroy the ice core that empowers the hostile creatures.

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3D model – Moora (2025)

2025 Course project

A 3D model based on my original concept, created as the final project for the 3D Modeling course at Masaryk University.

Moora is a sci-fi robot inspired by nature, designed to help restore ecosystems affected by long-term ecological decline. Set in a world where once-healthy landscapes have turned into fragile moorlands, its purpose is to monitor environmental conditions and support the recovery of natural balance.

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Tearaparthian (2025)

2025 Video game

A simple shoot ’em up game inspired by Tyrian, developed as part of a Game Development course at Masaryk University.

The player controls a spaceship, destroying meteors and fighting enemy ships while earning score and credits. Between levels, credits can be spent on upgrades such as triple gun, faster projectiles, or better armor.

Each enemy features a different attack pattern and behavior, such as side-to-side movement vs. straight movement and straight-line projectiles vs. homing projectiles.

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Animation – English Breakfast (2024)

2024 Course project

A short animation created as the final project for the Computer Graphics and Virtual Reality course at College of Polytechnics, Jihlava. The animation depicts the preparation of a traditional English breakfast, from raw ingredients through washing, cutting, cooking, and final serving.

For the animation, I created simple custom 3D models with solid-color materials.

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Vietcong: Hell in the Jungle (2020)

2020 Vietcong scripting

An example of a more advanced singleplayer mission script I wrote for Vietcong.

This mission was created as part of the fan-made add-on Hell in the Jungle, in collaboration with modder Melber, the main author of the add-on.

The level is based on the original Hanging Bridge level from the Fist Alpha expansion pack, but the mission progression is original and played from the perspective of Vietcong soldiers. I implemented the entire mission script, including dialogue sequences and gameplay logic, while Melber was responsible for the level itself.

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Seek mode (2020)

2020 Vietcong scripting

A custom multiplayer game mode script I originally wrote for a Vietcong jump map Cave_Jump created by Die.

Authors of jump maps traditionally include secret rooms in their maps that players explore and discover. This mode builds on that concept by introducing a dedicated system for tracking which rooms each player has already found.

Each secret room can be claimed by capturing a flag, and the mode tracks player progress throughout the map. The total number of rooms is visible to everyone, and players can see each other’s progress and compare how far they have gotten.

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Dreamland (2017)

2017 Vietcong map

An original map with a self-explanatory name, directly inspired by my own dreams. The level follows a highly stylized artistic direction with psychedelic elements.

It’s a smaller map, largely enveloped in darkness, creating a playful and surreal environment. In retrospect, however, some of these design choices negatively impact gameplay comfort in certain aspects.

The map was primarily designed for DM.

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MYRSEX (2017)

2017 Vietcong map

This map features a distinctive visual style, achieved through edge highlighting and 8-bit-like textures. Player skins were also modified to solid yellow and blue, which reinforces both visual clarity and stylistic consistency.

The core layout is not original, largely based on and partially adapted from the unofficial Complex map from Vietcong 2. However, the placement of obstacles and the overall artistic direction are my own.

The map is primarily designed for CTF and ATG modes.

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Junglebase (2017)

2017 Vietcong map

This map is a port of the Airstrip map from the Counter-Strike series. While it doesn’t introduce new level design elements, the focus was on adapting the visuals to fit a US basecamp near the jungle and align with Vietcong’s original maps aesthetic.

The map was primarily designed for DM, CTF and VC_COOP modes.

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Desert_Action (2017)

2017 Vietcong map

My original desert map set in an open environment with an oasis. The level features mostly open space with minimal cover, which I later recognized as a less effective design choice.

It was created for the VC_COOP mode, aiming to provide a challenging experience rather than a realistic tactical scenario.

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EnTe (2016)

2016 Vietcong map

The first map I fully modeled myself – Enemy Territory. It is set in a remote facility complex with an underground garage and surrounding passages.

The map aims to capture the atmosphere of New Mexico, evoking a sense of isolation and abandonment. It was primarily designed for DM and COOP modes.

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Depot (2016)

2016 Vietcong map

This map is essentially a port of the well-known Depot map from Vietcong 2, so I don’t take much creative credit for its design. My main contribution was adapting it to Vietcong 1, including thoughtful placement of the available weapons.

At the time of release, the map was quite popular and offered fast-paced gameplay (especially in DM), keeping players constantly engaged. There are several ports of this map for Vietcong 1, but I believe this version is the most faithful and best preserves the original gameplay pacing.

It’s a map I enjoy playing to this day.

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SectorThirteen (2015)

2015 Vietcong map

I consider this map a successful expansion of the original NVA Base map. It extends the gameplay by introducing new paths, additional cover opportunities, and an entirely new area beyond the original map boundaries.

The map makes use of external 3D assets, which were retextured to better match the overall visual style of the original map.

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WinterValley (2015)

2015 Vietcong map

This is essentially a retextured version of the original Arroyo map, adapted to create a winter atmosphere – and for those who prefer something other than the green jungle hell :).

While the core layout remains unchanged, the map offers a noticeably different experience through higher contrast and a distinct visual atmosphere.

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Limerick (2015)

2015 Vietcong map

One of my early maps, loosely inspired by the Irish city of Limerick, which I was particularly interested in at the time. The goal was to capture the feel of a fight taking place in the streets of a small town with an adjacent park.

The geometry is very simple, essentially a layout of straight streets. At that stage, I wasn’t creating my own 3D models yet, so the level was built using external 3D assets and textured box-based structures of varying sizes. But It was definitely a step forward toward creating my original creations.

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HalongForBetterPlaying (2015)

2015 Vietcong map

This was my very first published Vietcong map. It’s not a groundbreaking piece but rather a simple extension of the original Halong Port map, adding access to mountains that were previously unreachable using elevated platforms. The environment design is worse than basic, as this was my first project.

For me, the project is mainly a nostalgic milestone. During its development, I managed to bring four of my closest classmates into the game. We initially played the map locally over LAN, and I iterated on it based on their playtesting feedback, eventually reaching version 11.

Their support motivated me to set up my first public server, where I released the map. This experience taught me the importance of playtesting before release, as well as continuing to update a project afterward when friction points appear.

The map was primarily designed for DM mode.

As of 2026, the map can still occasionally be spotted on some active servers.

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