SKILLS

LEVEL DESIGN

Creating levels for my games has allowed me to gain an understanding of the design skills needed to create immersive, engaging and well-balanced environments that enhance a player’s overall experience. I am experienced in using tools such as
Unreal Engine and Blender to design levels that support the gameplay mechanics and flow of the game. Through designing levels for different genres of games has helped me to develop my skill sin layout design, pacing and player guidance, ensuring that levels are intuitive while offering challenging experiences. Through the
design of my levels in Riders Underground it helped me to understand the idea of pacing and challenged, with this game being a runner platformer style game it required an understanding of the types of layouts required to add challenges but also feel rewarding.

Designing the levels of Zombie Carnage helped me to understand different aspects of level design, including environmental storytelling and creating a layout that is optimised for the style of game that I am developing, this meant specific
placement of objects to help enhance the flow of the game. I also aim to create visually appealing environments that align with a particular game’s aesthetic and mood, whilst reaming optimised for performance and player engagement. My goal when designing levels is to create an enjoyable environment that facilitates player engagement and replay-ability.

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MODELLING

Throughout my studies I have created 3D game assets for various styles and aesthetics, helping me to gain a wider understanding of aspects related to 3D modelling including, geometry and topology, baking, UV mapping and more. I have a proficiency in industry standard software such as 3DS Max, Maya, Substance Painter and ZBrush, where I have created many of my assets.

I am skilled at developing high and low poly models in a variety of different styles including high resolution fantasy assets that could be used in a game, to retro arcade style assets used in my game Zombie Carnage. I have also been able to then accurately texture assets in the style and aesthetic that suits the game using my skills in Substance painter and Photoshop. I am also experienced in creating environments utilizing assets in a smart and optimised design. I am also familiar with the process of baking normal maps and applying PBR workflows ensuring my models are visually appealing and are optimised accordingly.

TEXTURE DESIGN

My texture design skills are in designing textures for assets that feel well aligned with a projects overall style but also adding details to ensure the feel for a particular asset is accurate, for example ensuring that if texturing a used Warhammer making sure that the texture feels used and beaten, having scratches or dents on the surface indicating the use. I enjoy texturing as it through effectively using the tools in programs such as Substance Painter it allows an asset to tell a story perhaps of its history or adding an extra layer of immersion through making the player feels as
though this asset existed in the world before they found it.

I am proficient in industry standard programs such as Substance Painter, Photoshop and Quixel, which I have used to create both realistic and stylised textures. Including surface levels details with PBR workflows to hand painting textures, focusing on creating textures adding depth and richness to assets and environments. I also am experienced in UV mapping and normal map baking, creating seamless texture applications. I look forward to expanding my knowledge and skills within texturing learning new techniques and processes, through working on different projects and styles of games.

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ANIMATION

When creating my games it has required me to create custom animations for both characters and environments assets. Through these animations I have focused on creating realistic and fluid movement that is clear and expressive particularly when designing animations for characters, particularly in my game Riders Underground required very telegraphed movements to give the player visual feedback and instant understanding of the movement of the player. I have skills and knowledge of rigging and animations using programs such as Maya, Blender and Cascadeur.

My experience of animation includes creating keyframe animations for characters and environment assets enhancing the overall gameplay dynamics. When animating I pay close attention to timing, weight, fluidity and overall impact, ensuring that the movement is believable but also realistic and dynamic. I am also familiar with the animation pipeline, including retargeting animations, motion capture and optimizing animations for real time application.

UI DESIGN

Designing the games has also required me to gain an understanding of user interface (UI) to ensure that the design is intuitive and is user friendly overall enhancing the player experience. I am proficient in tools such as Photoshop and Adobe Illustrator, alongside Unreal Engine’s widget blueprints, these are used to create and implement menus, HUD’s and interactive elements, including, health bars, status bars, item collection systems and pop-up prompts. My approach to UI design is focused on clarity, accessibility and aesthetics, ensuring that the visual elements help to guide players through the games systems without causing distraction, whilst remaining faithful to the style set by the games theme but also give the player the necessary information as immediately as possible to help keep them engaged and understanding of the gameplay elements.

I have experienced designing interfaces for different styles of different game genres. Through my current experience I have been able to create simplistic yet effective HUDs for my games, however, I hope to expand my knowledge and understanding of what makes a HUD effective and the techniques used to create specific HUD elements.

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CONTACT

CHRIS PHILIPPOU

Phone: 07703 697849
Email: chrismattphilippou@gmail.com

🕹️ Raised by the Internet is the portfolio of Chris Philippou