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This is a curated collection of examples of my work regarding systemic design, core game mechanics improvements including 3C (Character, Camera, Controls), bot tuning/balancing, level design and fast prototyping using Blueprint scripting or programming languages such as C#.

My personal website is still under development but you can check it nevertheless.

Feel free to visit my github and [itch.io](http://itch.iohttps://panta-rei.itch.io/) as well.

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🌎 1State (Unity)


1State is a mobile online roleplaying-game. I took a role of a Senior/Lead Game Designer and was a feature owner of major core features as well as an operations manager for my team.

Camera

I took great interest in 3C systems in the game and fully reworked camera algorithms both for characters and vehicles. I designed and tuned close-range and long-range camera behavior including speed-based effects during vehicle acceleration. Players liked camera changes and this gave the project a better and more quality-inclined feeling overall.

Inspiration and reference for the new cameras were mostly taken from action games like The Last of Us and Uncharted for the character and Forza Horizon for the vehicles. There is also a great book that gave me a couple of good ideas titled Real Time Cameras: A Guide for Game Designers and Developers by Mark Haigh-Hutchinson.

Close-range camera effects

Close-range camera effects

Long-range camera effects

Long-range camera effects

Melee fighting system

I designed melee fighting system from scratch and successfully shipped it in v. 1.0 on time. It required a lot of complex design/tech decisions to be working smoothly over client-server model.

IMG_5546.MP4

🍄 Shroomoire (Unreal Engine)


Shroomoire was an exploration third-person Adventure/Puzzle game about a witch named Anna and her demi-god pig partner, the Pig. The game is set in a cozy atmospheric biome dominated by forests, hills and waterfalls. VFX and sound effects also played a huge role for the overall experience and mood.

The player controls Anna and gives commands for the Pig. Core gameplay loop consists of ‘exploring location → finding puzzles and quest givers → gathering mushrooms → making a potion → using the newly brewed potion to solve a puzzle or quest → progressing further on the location → etc…’

Most of the mechanics were prototyped by me using a custom framework to build interactions, quests, puzzles and abilities. This solution provided game designers with ability to iterate quickly on new puzzles and combine different interactive elements together. I’ve also edited and populated configs and did blockout level design inside UE.

You can find the full presentation on this project, including core mechanics I’ve worked on, below:

Shroomoire.pdf