ANDREW MISCHENKO
  • Game Design
  • 3D
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Introduction

 ​Welcome to my portfolio! I am a game designer who is interested in just about every aspect of game design. Below you will find short descriptions and links to games I have worked on. I have my contributions listed under each project. The full credits for each game is likely to be found on its respective page, but sometimes it might be in-game only. 

Total Recoil

A physics-based platformer like no other. Your vehicle can only move forward and fire a powerful gun, but the power of recoil makes your movement more versatile than you might think...

One of the main design pillars of this game is simplicity of control; you only have two buttons, but what you can do with those buttons is seemingly limitless. This gameplay and design of this game were shaped by observing players and how they played, rather than having a rigid plan for developing game mechanics. A challenge of this game was tuning the physics so that it couldn't be abused while still being fun.

This game started out as a class project but had a lot further polish afterwards. Additional levels were added, visual effects were revamped, and an online leaderboard was implemented.


My contributions: Programming, Level and Game Design, Additional VFX, Additional Sounds, Skin Art Design

Gameplay Video

You can play the game yourself further down below, but if you don't have the time, just watch this video!

Skin Showcase

 I felt like there should be a reward for those who took the time to master the levels, so I designed some unlockable skins. What I'm particularly proud of is the theming of these designs and some of the unique particle effects. Below is a video showcasing some of these skins.

Effect Comparison

One of my goals with this project after it was initially published was to give it a visual upgrade. Besides switching to Unity's Universal Rendering Pipeline and adding 2D lighting, I made a few minor tweaks that made a big impact. These are special effects such as screen shake and screen flash. Effects like these are essential for giving gunshots more oomph, and breaking targets becomes much more satisfying. I made these effects toggleable, however,  to improve accessibility for players who may be sensitive to flashing lights or other effects. The below video compares how the game looks between the different settings.

 Journey Through The Warlock's Castle 

A semi-linear platformer level created in Unreal Engine. The player must master several traversal abilities including double jumping, air dashing, and wall jumping. This small yet time-consuming project helped me learn and experiment with many of Unreal Engine's level creation features including gray-boxing with the geometry tools and primitive meshes, creating cinematic level interactions with Level Sequences and Animation Montages, and implementing game logic and mechanics with the Blueprint scripting system.   

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My contributions: Level Design, Game Mechanic Scripting, Set Dressing, Level Sequences, Lighting

Many of the assets and materials are provided by Epic's starter content or other online content sources.  

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Corporate Takeover 

Something strange has happened at the offices of the Box in a Box Company. A wild mutant horde has launched a massive attack, and you and your few sane co-workers have to survive and escape the office! Any office-related supplies you find can be turned into a deadly weapon, including: desk lamps, coffee pots, computer monitors, mops, and even sinks! Be careful though; due to budget cuts these instruments of office warfare are susceptible to breaking after maiming some mutants.

The biggest challenges in developing this project was the networking and playtesting. Our programmers were not too familiar with netcode and neither was I, so that was a rough learning experience for all of us. It was difficult to test and balance gameplay because it required 4 people to playtest, and group dynamics could significantly impact the perceived difficulty of the game. I started this project only as a Level Designer but I ended up taking more responsibilities as issues started piling up. The end product was nowhere close to our vision, but I was grateful for the experience because sometime it takes failure to build strength.

The level design was also a challenge as I tried to strike a balance between what a believable office space would look like while also fabricating a more interesting and open-ended play area. I took inspiration from the Counter Strike series and its 
map design philosophies. I focused on ensuring that there were multiple paths the players could take to the objectives and that there were virtually no dead-ends that would force the player to turn back to where they came from. There was a lot of iteration done to accomplish these goals such as adding additional doorways to the main computer room and adding a vent to the boss's office upstairs that drops down into the break room.

This is a capstone project and only acts as a demo for what a longer and more polished experience may look like. Currently, there are no certain plans for further development of this game.
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My contributions: Level Design, Game Balance, 3D Models, Textures, VFX,  Additional Programming, Trailer
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Gameplay/Story Trailer

Level Walkthrough

Level Screenshots

Garbage Galaxy

A short experimental game where you use the gravity of nearby planets to fly a spaceship, and fling garbage into black holes using a grappling hook.

Physics-based puzzle games always captivated me as a kid, and I felt it would be appropriate for me to try my hand at it for once. My favorite part of developing this game was experimenting with the gravitational pull of the planets. One memorable technical challenge was creating the trajectory lines because I had used Newton's Law of Universal Gravitation to predict the amount of force on the ship.

This is a short game developed independently for a class. Some polish was added after class, but there is no current plans for further expansion.
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My contributions: Programming, Game and Level Design, Additional Sounds

A Wet Day in Hell

The recess bell has rung; the demonic onslaught has begun! Defend yourself from the Children of Satan with... water balloons? I suppose if they're filled with holy water that might just do the trick. Can you survive the hordes and make your way up to Heaven? There's only one way to find out...

This is the first VR project I worked on and it was a blast. It was much easier than expected to get the VR components up and running, thanks to the help of the SteamVR plugins and libraries, so we were able to focus more on the experience rather than fiddling with the technology. The premise was incredibly simple, but that's what made the experience fun and easy to just pick up and play.

This is a short game created for a VR class. There are currently no plans for further development.


My contributions: Programming, VFX, Weapon Balance

Mo and Trey Adventures

Join Mo and Trey on their adventures through the United States! Play exciting mini-games that each offer a unique challenge and unlimited replay value. 

This small game was created as part of an internship for Speegs LLC.  The scope was limited given our small team size of 3 students, not to mention that this was developed while we were also taking a full course-load at our university. Nonetheless, we were proud of what we were able to accomplish given these restraints. I also ported the mobile versions after the internship ended, which was a valuable experience as well.

I am currently unaware of any further plans for the development of this game.


My contributions: Programming, Game Design, Additional Sounds, Additional Animations

Property of Speegs LLC.

Microwave Master

What's this in your kitchen? A mysterious magical microwave? Why don't you try putting different things inside?

This is a short game that had to adhere to a comedic theme. The game is complete with no further plans for expansion.
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My contributions: Programming, Animations, Website
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  • 3D
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  • Contact