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PERSONAL WORK

Unreal Engine Tools
Unreal Engine Tools

On my latest project, I oversee the usability of our level designers and the World Design Team and always try to enhance either game mechanics given by programmers to be more user-friendly or create my own helpful tools for better communication through the editor by making valuable guidelines.

Player activity guideline

A guideline tool I use to mark player interactions with the world, mainly for communicating gameplay to Level Artist. I can show different gameplay activities we desire from the player and also markup viewpoints with a point chooser and the ability to check

view blockers

Objects along spline

We have an escort activity that is made with a spline. The gameplay presumes to have checkpoints along the path and a reward at the end. I've made a prototype tool for programmers to showcase how we want this mechanic to behave for faster implementation of multiple gameplay elements in the level

​Select overlapping actors

It was extremely simple but saved a ton of our team time when we needed to move large compositions around the big map, especially when others forgot to combine them in groups or level instances. The tool does what it says: it can multi-select actors overlapping with already selected ones and has a radius scaler

Player path guideline

Spline has options for visualizing three path types I use to showcase player navigation. The tool can switch between paths, copy spline points from other splines, reset pivot point, and even optimize itself if it becomes too long. I also feed these guideline paths into PCG logic for gameplay element distribution.

Fellowship prototype
Fellowship

An ongoing prototype of an adventure game I'm making in my free time since 2020.

The basic idea of the game is to focus on player's collaboration with three of his companions in solving environmental puzzles and developing relationships with them through branching conversations in order to escape a mysterious island.

The inspiration for this game comes from Oxenfree and Inkle games but with a focus on more action-adventure similar to Plague Tale

For this prototype, I've used some marketplace assets, Megascans and a Dialogue plugin that I heavily modified, including using C++, everything else I've done myself:

  • Level blockout, level art in Unreal Engine 5

  • Scripting level, creating interaction systems and AI logic for following the player and interacting with the world with Blueprint

  • Written Dialogues using Inky editor of Inkle Studio

  • Voiced Сharacters with Replica Studio

  • Created character face icons with Stable Diffusion and other AI image modifiers

Cube Almighty
Cube Almighty Challenge

A week-long project was organized by the studio in 2021. The challenge was to make a level using only a cube.
You can download and play it or watch a playthrough!

Houdini Learning
HOUDINI Learning

 

While practicing Anastasia Opara tutorial on procedural lake village I decided to reinforce my knowledge by creating a project of my own.

I decided to experiment with a way that a procedural river or waterfall would appear on a given terrain before the erosions do happen.

Crane Boss
Construction Crane Boss

This was a 1-day project to make a boss prototype challenge back in 2018. A co-op battle against a Construction Crane set in Tom Clancy's The Division universe. The boss doesn’t move its base but can move the crane itself. The boss has a cargo attached, that will crush the player. The fight has 3 stages and requires the collaboration of several players because one player will be vulnerable to the boss and incoming enemies while he is dragging Flammable-explosive barrels to make a damaging impact on the boss.

There is more description in the blueprint slides.

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