Well...

I had been working for Russian development studio of British company Maris Multimedia till last year, when the owner split the company and sold the best half (including myself

) to big American publisher John Wiley & Sons... Maris started from CD-Rom multimedia titles (including well-known astronomy software RedShift), then was a couple of small games, a big one, then Java-based CD/WEB e-learning technology. At the moment I'm in e-learning J2EE-based field...
The big game is
Titanic: Challenge of Discovery published by Panasonic Interactive Media (R.I.P.) in 1998. This is a simulator of wreck discovery expedition. The project had more than 3-years development timeframe. The software contains a walking within VR scenes, some kind of management strategy, ship navigation and swimming in real time near ocean floor (the graphics is ugly for today but quite good for that time)... My primary responsibilities were map component and sound subsystem. In addition to these I participated in the project integration and 3D engine tweaking at the final project stage...
Yeah... In that time I figured out how to make realistic deep underwater shading (not the "blue fogged moon" as you can see in all titles with underwater graphics), but unfortunately we couldn't include this into the game because of the engine limitation... My test application was looking great! I believe that simple shoot-'em-all near ocean floor could have great visual effect!

Five years I was waiting for HW, which allows to implement HW-accelerated shader, and today the deep-water shader can be implemented in HW via vertex and fragment shaders! But... I became too lazy to start to program something alone...

Here is the product
review at MobyGames.com (there is a credits column on the right... Alexey Zhukov - it's me

). Here is a quite big
review at GamesDomain.com. And here is
MY ROCK BAND! This is an off-topic, isn't it?
