Alexandru Dumitru on programming, AI, and bringing game ‘Sicaria’ to life

Alexandru Dumitru on programming, AI, and bringing game ‘Sicaria’ to life

04/01/2025 - 15:02

Meet Alexandru Dumitru, a fourth-year student in the Creative Media and Game Technologies programme at Breda University of Applied Sciences (BUas). Specialising in programming, Alexandru has had an inspiring journey, from early gaming experiences to leading AI development on a major student project. In this interview, he shares his story, challenges, and aspirations for the future.
Games
  • Stories
  • Student work

What was your journey leading up to BUas? 

Alexandru: ‘My passion for games started early when my father bought our first computer. I played classics like Super Mario and Chicken Invaders, both alone and with friends. In high school, I followed a mathematics and informatics track, learning C++. However, I initially wanted to pursue acting, but when the pandemic hit, I couldn't take acting classes. Programming became my backup plan.’ 

‘I didn’t even know game development was a study option until I started researching universities. Fortunately, I found BUas, applied, and got accepted. Moving to the Netherlands was a big step, but BUas helped me find housing and settle in.’ 

‘My first year in 2021 was tough—I even considered quitting. The workload was challenging, and in the final block, I had three retakes. However, working in a supportive team environment changed everything. I passed two retakes, completed block D, and managed to continue to the second year. From there, I found my rhythm and got back on track.’ 

Can you describe a project you worked on? 

Alexandru: ‘One of my greatest achievements is “Sicaria”, a third-year project that lasted an entire year. It was designed to simulate a real industry environment. At the start of the year, we could choose a project. The only information we had was that the main character should be an assassin, and the game should be a stealth-based experience set in Antwerp during the Eighty Years’ War.’ 

What was your role in this project? 

Alexandru: ‘The team was large—around thirty people—so there was a lot of management involved. I was both the Programming and AI Lead, overseeing AI development, coordinating with different disciplines, and setting up pipelines for everyone to have a clearer working structure. I worked closely with the producer and the other leads to manage deadlines, resolve conflicts, and ensure everything stayed on track. Programming wise, I focused on AI, specifically AI combat programming, which was an exciting challenge.’ 

What was the game development process like? 

Alexandru: ‘The development of Sicaria was a structured and evolving process. It all started with block A, where we focused on prototyping. We experimented with different ideas and features, gradually shaping the vision of our game. The main character was initially conceptualised as a female engineer who had lost her arm in the war and built a mechanical replacement. This unique aspect became a defining feature of the game.’ 

‘As we moved into block B, the team shifted its focus to refining features and improving coordination between disciplines. The core mechanics were polished, and we worked closely together to ensure that every aspect of the game aligned with our creative vision. Communication and collaboration became key factors in making the game feel more cohesive.’ 

‘During block C, we transitioned from pre-production to full production. At this stage, we had to be disciplined—no new features were added. Instead, we concentrated on perfecting what we had already developed. It was also during this block that we released the early access version of Sicaria on Steam. The feedback we received was overwhelmingly positive, reinforcing our confidence in the project.’ 

‘Finally, in block D, we focused on expanding the game. We added three more levels, refined the AI, and polished the gameplay to enhance the player experience. At the same time, we ramped up marketing efforts to ensure Sicaria reached as many players as possible. By the end of this block, the game had its full release on Steam, marking the culmination of our hard work and dedication.’ 

Tell us about the game Sicaria! 

Alexandru: 'Sicaria is a third-person stealth game set in Antwerp during the Eighty Years’ War. Players control an engineer who lost an arm in battle and built a mechanical replacement. The game focuses on stealth, strategy, and creativity.’ 

‘The game was well received, with almost 100,000 players and more than 100 reviews, earning a "Very Positive" rating on Steam. It was a The Rookies finalist, Dutch Game Awards nominee, and was recently awarded Best Student Game Top 5 & Best Hobby Game Top 5 for the Game Development World Championship. You can check it out on Steam: Sicaria on Steam‘ 

What challenges did you face, and how did you overcome them? 

Alexandru: ‘One of the biggest challenges was balancing leadership responsibilities with hands-on development. I loved being a lead, but it was demanding. While my technical skills were strong, I had to develop my soft skills, like communication and conflict resolution. Stepping into a leadership role was new for me, but I received great peer reviews, which reassured me that I was doing well.’ 

What are your future plans? 

Alexandru: ‘I am still deciding whether to pursue a master’s degree. For now, I plan to look for a job in the industry after summer. During my first working year, I will evaluate whether I want to continue studying. Eventually, I want to start my own company, which is why I took a minor in Build Your Own Business. However, before that, I want to gain industry experience.’ 

 

Find Alexandru on LinkedIn or check out his portfolio website.