People Can Fly – Technical Game Designer

For the past 2 years I’ve been working as a Technical Game Designer for People Can Fly on the triple AAA project code named Gemini. At PCF I honed my skills with Unreal Engine, putting great focus on the Gameplay Ability System, an industry standard plugin comsisting of an RPG framework that allows to create, prototype and iterate quickly on mechanics, systems and gameplay.

  • Worked closely with Balance and Design teams to best implement their vision in the core systems and mechanics at the heart of the game
  • Designed and implemented a perk-like system with over 50 elements
  • Implemented support for “perks” across all player character related systems
  • Implemented multiple gameplay features using Unreal’s Gameplay Abiity System.
  • Implemented the entirety of the debug menus in the game, touching virtually every game system.

On Gemini project I work closely with the Balance and Systems team, helping them iterate on their systems while implementing changes that propagate through the whole project. As a tech designer I often need to make tools to streamline other designers’ work while reducing the risk for human error and bugs.

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Kao The Kangaroo (Level Designer)

  • Creation of several levels from concept to final product
  • Took ownership of several other levels at various stages of completion
  • Owned several game mechanics and their implementation in the levels
  • Design and implementation of many blueprint objects in the game

Kao The Kangaroo was my first profesisonal project in the industry, and the reason why I moved to Poland. I was hired as a Level Designer (Castle Run was my test task) and it truly was what I always hoped for. I worked under a Lead Game Designer, who I am proud to call a friend today, and alongside another level designer at the first experience.

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Game A Week #5 – Infinite Scroller

Finally I had my first failure in Game A Week! This time I bit off more than I could chew, but I learned a lot nevertheless. I tried my hands at some advanced Object Pooling patterns and I had to wrestle both with the design and the coding of a Procedural Generation system. Turns out that those two topics are a bit too much to explore all in one week, not to mention that I also had to fit in a coherent gameplay for the platforming.
However, I’m still happy I had the chance to face something this complex and I’ll definitely explore procedural generation in the future.

The game is pretty easy: press Space to jump and go as far as you can. I tried to build some interesting patterns for the generation of the platforms but it was a topic too big for the little time I had.
The game was in such a state that I didn’t even bother to put the score in. Continue reading

GameAWeek #4 – Space Run

For week 4 I thought I’d explore some new grounds and learn some new skills. The idea for this week started when I saw this game from Ludum Dare 42. I thought it would be fun to learn all the things needed to make a game look and feel like that.
The game is a space shooter through an asteroid field: asteroids are coming towards you and you’re running out of fuel. Collect fuel to keep you’re speed up and keep going.
Thanks to Oliver Wilde for the sound design.

The controls are WASD for moving and Left Click for shooting. Remember that the Y-Axis is inverted, so W pushes down the nose of the ship and S brings it up.
The glowing bar on the bottom indicates how much fuel you have left, the more fuel you have the faster you’ll go, if you run out of fuel you lose.
Avoid and shoot the asteroids and see how far you can go. Continue reading

GameAWeek #3 – Prototype

I’ve been working, for a few weeks now, with two english sound design students to make this game as their assignment. It’s just a prototype now, we’ll eventually complete it, but since their assignment was due this week, I thought of sharing this and taking the week off from the proper GameAWeek games to research a few tools for the coming weeks.

Controls: WASD to move, Space to jump (after beating level 1), Left Shift to slow down time (after beating level 2), Left CTRL to go faster (after beating level 3), Space again to double jump (after beating level 4) Continue reading

GameAWeek #2: Tower Up!

For my second GameAWeek I made this simple tower building game, I thought to leave physics enabled, I think it gives a whimsical feeling to the whole. Unfortunately I wasn’t able to put much time into it, only the weekend in fact, but I’m pretty satisfied with the result, given the circumstances.

The rules are pretty simple: release the blocks by left clicking, the score goes up for every block placed successfully on top of the previous one, if a block falls or if the tower crumbles it’s game over.
Try and build the highest tower in the neighborhood! Continue reading

Game A Week #1: Don’t Fade

For my first Game A Week I made a game where you control one small light in a pitch dark environment. Your light is slowly fading and you must reach the end of this labyrinthic environment without it going out. Don’t Fade.

The controls are WASD to move and Mouse for the camera, in addition to that you can hold Space to hover over small gaps, but doing so will make your light run out faster.
if you run into issues with the mouse tracking, you can go full screen if you hover the mouse over the bottom part of the game window. Continue reading

Home: The Game

Home is a DBGA project made for a collaboration with the non-profit organization Videogames Without Borders.

Contributions

  • Level and world design
  • Lighting
  • Concept and first draft of the story
  • Additional Scripting

Team size: 11                          Development: 6 months                        Engine: Unity

The game tells the story of a mother and a child living the transformation of their village: from a lovely little town to a place they’re afraid to live in.
The goal of this project was to give the players a glimpse of what brings people to flee from their country, and to make them experience the dread of seeing your whole life falling to pieces. Continue reading