Stage 3: Polishing levels, Adding new Game Mechanics
and Rigging Props.
As a middle link in between artist and
engineers I also wrote necessary
explanatory documentation for
programmers if there was a need
in coding of some new functions,
for example new abilities of the player
or implementation of UI.
Working in the startup usually means
that you have to where a lot of hats
and do a lot work yourself for example
QA Testing and Balancing of the game.
QA Testing
Balancing of the Game
Platform:
Windows, OS,
Steam
Tools Used:
Unity, Maya,
Photoshop
Duration:
14 Months
Team Size:
10
Roles:
Technical Artist,
Game Designer,
Production Manager
Overview
Puppet Quest is a side-scrolling 3D adventure puzlle game for PC and console which features an imaginative story, a stimulating combination of puzzle-solving and action elements, and a fantastic artistic style.
Journey together with your magical puppet through clockwork caves, rotted forests, and a wicked circus to save your grandfather from the clutches of an evil king whose corrupted puppet army has been scouring his oppressed domain for the famed last puppet of the long-destroyed Puppet Guild.
Puppet quest was presented in Alfa version on GDC 2015 and currently is negotiating terms with such publishing companies as Double Fine and
Blue Box.
For video of the game go to: http://www.flatterthanearth.com
Welcome to my Portfolio!
I am Game Designer / Technical Artist in San Francisco, CA who specializes in game system design, level design and fast prototyping. Strong artistic skills and knowledge of basic scripting in C#, Java, Kismet Unreal and ActionScript3 helps me produce unique designs and ensure team communication.
Online Task and Bug lists for
Programmers and Animators
Prototyping of the level:
Stage 1: Paper Designs
During the beginning of production time I did all the necessary Rigging.
In order to meet game
specs, rigs have to be
optimized and ready for
re-rigging in Unity so we
can use Unity IK System
for pushing and pulling.
In order to have batter
animation Effects we
used Unity Layering
System so later we can
mix different animations
of the same character.
Unity Layering System
As an Technical Artist I was also responsible for implementing of all the animations in the game, which required building animation systems in the Animator and adjusting animations in Mecanim.
Stage 2: Prototype in Unity
Detailed Info
As game designer and technical lead of the studio my responsibilities include building of the pipeline of production, inventing main game mechanics, writing the concept documentation, creating the paper maps and blocking out of the levels.
Any design that I would do traditionally would start from Paper Design, after that playable version in Unity, so team and Art director can tested. Finally polish and Balancing using necessary art assets, baking lights and implementing of batter scripts.
On the daily basis I would work with Art director on the main game mechanics and do all the necessary prototyping for new ideas and levels of the game.
Big part of witch was implementation of all assets in the levels, writing game documentation, managing of two remote programmers and creation of
In Engine Tools.
Also as a technical artist I was responsible for updating online documentation which include:
Online Tasks and Bugs lists for Programmers and Animators.
As a part of my job I would educate new team members on how to use Source Tree (GIT) and was responsible for building company network system for sharing files.
PC and Console Experience
In Engine Tools
Andriy Fedorchuk
Game Designer / Technical Artist