My name is Sasha Shipulin, I'm from Kazakhstan, and I'm making FUN levels (& indie games)!
I'm a level designer and a one-person game-making machine. I'm always diving into different game development stuff, taking part in game jams, and tinkering with my own indie projects.
Studio: Just me
Genre: Boomer-shooter movement FPS
"Use a pencil as a weapon and explore what exactly went wrong in the secret research facility and why suddenly papercut people were able to...bleed."
My Contributions:
Designing all the features & systems for the game (full design pipeline)
Created all 5 levels for the demo from scratch (40 min of gameplay on average):
1 tutorial level
3 combat based levels
1 purely narrative one
Creating all the art for the game (full pipeline: from concept-art creation - to fully animated and integrated in-game assets)
Scripting all the features & systems for the game (Creating core game systems, Level scripting, creating AI, creating own tools &, etc)
Links:
If you're interested in checking out other levels I created for the game, you can download the demo here: https://paperhead.itch.io/paperhead-demo
80.lvl wrote an article about my game! Check it out!
Creating a Horror FPS With Bleeding Cardboard & a Weaponized Pencil in Unity
LEVEL 4 - PORTFOLIO DEMOSTRATION
From 00:23 to 10:55 - linear level
From 10:55 till end - arena with multiple waves of enemies
The 4th level of my indie project, everything except for the music and sounds, is entirely done by me. All level-design, art, lighting, mechanics, and enemies.
You can swipe left and right to see more images...
Studio: SABER Interactive
Genre: 4-player coop pve fps (L4D style)
Take control of one of the commandos, team up with your friends and send the Sludge God and its horde of things-that-should-never-be back to the underworld.
My Contributions:
Creating level Blockout in Maya
Level Scripting in Saber Int. Xgine Blueprints (puzzles, combat encounters, open-world objectives)
Level Difficulty balancing
Planning & scripting golden paths, side missions
Setting up gameplay objects/prefabs from the ground up
Writing Design Documentation
Studio: SABER Interactive
Genre: First person...TBA
Survive thrilling first-person action as InGen scientist Dr. Maya Joshi, who was unable to evacuate Isla Nublar, in this single-player action-adventure game and discover a never-before-told story.
My Contributions:
Assembled and scripted initial prototype levels
Worked closely with a team of programmers and game designers on the prototype.
Wrote design documents about necessary game objects, tools for designers, etc.
Studio: Dragon's lake
Genre: Stealth action
Fantasy stealth action about Vikings in the style of Naughty Dog games.
The project has been canceled.
My Contributions:
Creating Level Blockout in Blender
Level scripting in UE Blueprints
Level editor tools scripting & team consulting
Writing Design Documentation
6.5 years in Professional Game Dev
2 years as a Game Designer
3.5 years as a Level Designer
1 Year as a Solo Developer of Indie Game
English - Advanced (C1)
Russian - Native
Ukrainian
Blocking/Greyboxing - Blender, Maya
Scripting - C#, Blueprints
Environment art
Design documentation writing
Prototyping - Unity, Unreal
Prefab design and scriptitng - Unity, Unreal
Bachelor's degree in "Animation and graphics for videogames", SPBGUPTD (2014-2018)
Citizen of Kazakhstan
My main priority Is to make levels as fun and engaging to play as possible. To achieve this, I:
Precisely study and explore the palette of mechanics significant for the game.
Organize pacing
Develop the design of unique and memorable moments and landmarks
Assemble the level modularly with the expectation of further modification after playtesting sessions
I am great at communicating with artists, programmers, musicians, QAs & other creative people:
By nature, I am a very communicative and empathetic person. I have a lot of experience working on different parts of games on my own (art, code, design), making it easy for me to understand and communicate with game development professionals in other fields to solve problems or convey my vision.
Thanks to my experience as a game designer, I am also proficient in writing design documentation. In a concise, precise, and readable way.
I am not afraid of scripting of any difficulty:
From simple event scripting to creating puzzles.
Making game objects (prefabs) for levels from scratch if needed.
I adore good tools & making them:
Have experience in developing scripts for level editors.
Have successful experience working with and consulting the "tools" team.
Believe that tools are one of the most important things for designers. Designers should design, not waste time on inconvenient setups!
I am a rapid prototyping master:
Creating games is my hobby. Throughout my career, I've consistently taken part in game jams and worked on small indie projects during my free time. Eventually, I've developed a skill for quickly and effectively conveying the desired design, drawing on my extensive knowledge of various software and perception hacks :)
I prefer working on single-player first/third-person action games with strong combat loop & arenas, but I have experience working on more narrative and stealth-based games too, or multiplayer projects in the style of Left 4 Dead. In essence, my preference lies in action games with a pronounced emphasis on gameplay.
In my free time, I gravitate towards playing indie games. I hold the belief that AAA developers may sometimes underestimate the creativity inherent in indie projects; in my opinion, these projects often serve as a gold mine of valuable game design decisions and should not be ignored.
Genre: FPS action
Role: Solo Dev
Made in 48 hours.
Ranked TOP 5 Worldwide in Fun Category on
LUDUM DARE!
Genre: Mobile Strategy Game
Role: Game Designer
Designing and balancing game features
Writing and optimizing game design documentation
Working with programming and art departments to deliver product milestones on time
Genre: Mobile Social Game
Role: Game Designer
Designing game features
Writing game design documentation
Writing the game's story