Overview
Puppet Quest is a side-scrolling 3D adventure puzzle game for PC and console which features an imaginative story, a stimulating combination of puzzle-solving and action elements, and a fantastic artistic style.
Stage 2: Prototype in Unity
Online Task and Bug lists for
Programmers and Animators
Andriy Fedorchuk
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.
Prototyping of the level:
Stage 1: Paper Designs
In Engine Tools
Technical Lead
Flatter Than Earth Jan 2014 – Sep 2015 San Francisco
Co-founded and built a company from the ground up. Was involved in all stages of design and development. Architected and build pipeline for design and engineering. Managed the engineering and design teams while building levels in Unity and quickly prototyped new game ideas. Designed and documented all-new game mechanics. Created and build all levels and polished the game-play. Tested and implemented new 3D and 2D Assets in Unity.
Detailed Info
As a game designer and technical lead of the studio my responsibilities include the 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 the team and Art director can test. 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.
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