1C-Soft
Three Heroes. Adventures.
Details not possible ((non-disclosure agreement) NDA)
GROm Games
Helium Rush: Zombie Attacks
Redemption Games Inc.
Sweet Escapes
Work began with the idea of the level, then the idea was tested in practice. If an idea does not work well, it is replaced by another. Then the gameplay and level balance were tuned. Then the bugs were corrected and the level was polished to the desired quality. After the new data from the statistics - was being finalized.
Owl Studio
Fables of the Kingdom III
I created a level design on paper using mechanics and elements.
PEKA Entertainment
Jake's Adventure
I created a level design on paper using mechanics and elements.
BIGZUR Games
Coffee Break
Work began with the idea of the level, then the idea was tested in practice. If an idea does not work well, it is replaced by another. Then the gameplay and level balance were tuned. Then the bugs were corrected and the level was polished to the desired quality. After the new data from the statistics - was being finalized.
Zoom Out Games
Archimedes: Eureka!
The work began with the coordination of content and conditions at the level, then the development of the level itself began. First, the level planning and placement of key objects were created, then roads were created and other objects were placed. Conditions and tasks were set. Then I created the primary gameplay and eliminated the shortcomings in it, then I looked for the best way to pass the level. After that, I polished the level to the desired quality.
12 Labours of Hercules
I worked as a level designer on the game series 12 Labors of Hercules (from III to VIII).
The work began with the coordination of content and conditions at the level, then the development of the level itself began. First, the level planning and placement of key objects were created, then roads were created and other objects were placed. Conditions and tasks were set. Then I created the primary gameplay and eliminated the shortcomings in it, then I looked for the best way to pass the level. After that, I polished the level to the desired quality.
Work began with the idea of the level, then the idea was tested in practice. If an idea does not work well, it is replaced by another. Then the gameplay and level balance were tuned. Then the bugs were corrected and the level was polished to the desired quality.
Logic King
Football Tricks
Work began with the idea of the level, then the idea was tested in practice. If an idea does not work well, it is replaced by another. Then the gameplay and level balance were tuned. Then the bugs were corrected and the level was polished to the desired quality.
Bubble Meadow 2
Work began with the idea of the level, then the idea was tested in practice. If an idea does not work well, it is replaced by another. Then the gameplay and level balance were tuned. Then the bugs were corrected and the level was polished to the desired quality.
GSC Game World
S.T.A.L.K.E.R.: Call of Pripyat
I created levels for the game: Zaton, Jupiter.
Before creating the level, I received guidance from the project manager. Then he proceeded to create a level (the level was developed in a samopisny level editor). I was engaged in the arrangement of objects and characters, their setting. In the game there was a samopinsky scripting engine, with the help of which I set up the characters' behavior on levels, set quests for quests and wrote dialogs. I also tuned the gameplay, fixed the bugs and polished the level to high quality.
S.T.A.L.K.E.R.: Clear Sky
I created levels for the game: Kordon (Zastava), Scientific Research Institute Agroprom, Underground Research Institute Agroprom, Army warehouses (Army Base).
Before creating the level, I received guidance from the project manager. Then he proceeded to create a level (the level was developed in a samopisny level editor). I was engaged in the arrangement of objects and characters, their setting. In the game there was a samopinsky scripting engine, with the help of which I set up the characters' behavior on levels, set quests for quests and wrote dialogs. I also tuned the gameplay, fixed the bugs and polished the level to high quality.
Cossacks 2: Battle for Europe
He was hired by GSC Game World by creating a mod for the Cossacks 2: Napoleonic Wars game. After that, I was invited to do an add-on to the Cossacks 2. I was engaged in the creation of maps and missions for the game.
Creating maps and missions included inventing the idea of a mission, according to the history of the Napoleonic wars, then I made the map in its original form, then I scripted the mission (a self-written script engine), then set up the gameplay in such a way that it was interesting to play, parallel to the rules of the bugs and bring the gameplay to good quality. After drawing a beautiful map.
Work on the map consisted of creating a landscape, arranging objects (resources, units, buildings) and drawing beautiful nature. Scripting the mission was to set up unit behavior and set conditions. I also wrote dialogues and tasks.