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