– NOTES –
Most of the projects displayed below were collaborative efforts, so not every aspect is solely my work.
Some videos have been reported as not playing correctly on mobile browsers. If you encounter issues, please switch to Desktop.
Thank you! (:
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
–
N/A
Android, iOS
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
available upon request 🙂
2023
Mobile
TASKS
– Imported assets in Unity from Figma, 9-sliced them and created button and card prefabs.
– Card content scales based on text length, using the Unity Layout Components.
– Added support for multiple horizontal screen aspect ratios.
– Dynamically populate Achievements List.
– Designed motion graphics.
MOTION DESIGN THINKING
Subtle motion has been used with the intention to guide player gaze. 1) The title and counter appears first entering from the sides. 2) Cards fade in one by one. 3) Text appears based on hierarchy and reading order. 4) Icon uses an opposite motion to create contrast. 5) Scrollbar fades in to indicate that the list is now scrollable.
PROBLEMS AND SOLUTIONS
ISSUE 1: Nested Layouts kept breaking stuff.
SOLUTION: Had to refresh memory on layout structures, lots of googling and trial and error.
ISSUE 1: Dynamically populating card list resulted in UI not being updated correctly. SOLUTION: Used Coroutines and Animations to add a delay for the UI graphics update.
TOOLS
– Unity Engine (GUI, Animation, Animator), C#, Visual Studio, Git, Adobe Photoshop
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
Star Academy – (from top to bottom): (1) Highlights Reel, (2) Main Menu Variations & Animation, (3) Victory Panel Variations & Animation, (4) Word Ride Full Gameplay, (5) Magical Forest Full Gameplay
ROLE
Unity Developer
Technical UI Artist
TOOLS
– Unity Engine (GUI, Particle System (Shuriken), Animation, Animator, DOTween)
– C#
– Visual Studio
– Git
– Adobe Photoshop
– Trello
– Google Suite
CREDITS
RESPONSIBILITIES
– Developed multiple mini-game prototypes, using the Unity’s GUI system, from concept to final product while adhering to design guidelines. These prototypes were modified and used to make over 400 interactive exercises.
– Created 2D animations, fine-tuned VFX assets, and implemented them into the game.
– Added support for multiple screen aspect ratios, ranging from 5:4 to 21:9.
– Assisted the team in various programming tasks such as developing and testing new features, extending current features and fixing bugs.
– Organised and integrated assets, including graphics, sounds, UIs and quests.
ACHIEVEMENTS
Understanding both technical and artistic aspects assisted in saving time from development by :
– Creating and integrating visual assets with a detail-oriented and quality-focused approach, leading to less iterations and evaluations.
– Explaining technical processes to artists and designers in a clear and comprehensible manner, resulting in fast and effective decision making.
LESSONS
Working on a long-term project has provided valuable insights into the significance of code architecture, automation, and reusability. It has allowed me to grasp the fundamentals of code principles and patterns while learning to operate within established procedures and coding standards.
This experience allowed for the enhancement of problem-solving skills, gained insight, and a deeper understanding of production aspects.
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
ABYSMAL – (from left to right): (1) Main Menu / Credits, (2) Game HUD, (3) Ambience VFX, (4) Process Breakdown: Assets Integration
ROLE
Vis Dev Artist
Technical UI Artist
TOOLS
– Unity Engine
(GUI, Animation, Animator, Particle System (Shuriken), Shadergraph)
– C#
– Visual Studio
– Adobe Photoshop
– Git
RESPONSIBILITIES
– Collaborated closely with the fellow artist to establish the game’s visual style and atmosphere.
– Designed, animated, and integrated the Main Menu and HUD elements.
– Created and integrated VFX by utilizing cropped parts from the character graphics and the Particle System component to enhance the visual experience.
– Created shaders to produce seamless gradient effects for the background and tile materials.
GOALS
In this game jam, my primary aim was to enhance the overall look and feel of the game while challenging my recently acquired technical art skills within the given time constraints. Additionally, I sought to explore and experiment with UI design and engineering.
CREDITS
design & code: GeorgyAngelov, BloodyStupidViktor, Pulni
visuals: Nefi Louko, Virimine
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
–
2021
Physical, Printed
Banquet – (from left to right): (1) Card back (2) Carrot Cupcake Card front, (3) Banner, (4) Mock-up Image
ROLE
Producer
Visual Artist
Game Designer
TOOLS
– Adobe InDesign
– Adobe Photoshop
– Trello
– Google Suit
CREDITS
Virimine & Yasen Dokov
RESPONSIBILITIES
– Led the visual identity of the game and created the visuals (illustrations and graphics).
– Co-designed the game mechanics, rules and did the writing.
– Oversaw the game’s production by assigning tasks, setting goals, and establishing deadlines, using Trello and the Kanban methodology.
GOALS
Download Banquet’s Image Story to read what is more or less written below, in a more fun way.
The intention was to develop a physical card game, featuring foods and drinks for the buffet at my thesis presentation. Our aim was to craft a game tailored for a non-gamer audience. To achieve this, we decided to use the mechanics of a popular game, assuming that most people would be familiar with a top-trumps variant. Banquet was created specifically for social gatherings, aiming to break the ice and promote interactions among guests in a lighthearted and playful manner.