Nikita Pogutsa
Developed on DLC content for Risk of Rain 2, focusing on gameplay mechanics, survivor skills, enemy ai and skills, multiplayer functionality and overall polish.
Worked on implementing and improving on a robust combat framework using the Gameplay Ability System.
Managed a team of 5 people, oversaw the project from early development stages to a successful launch with frequent scheduled updates. Other responsibilities included coordinating with other departments, mentorship, CI and monetization.
Dragon Champions is a high-production multiplayer arena brawler game, with a vast array of characters that has gained a dedicated fan base since its inception. As a team member who began collaboration after the publication of the game, I mostly supported the project by adding minor features and fixing bugs but I got a chance to research the team's approach to client-server communication and general system architecture.
Love and Flowers is a time management game with a character-driven backstory, where you serve clients, unlock and upgrade flower shops to progress. In this game, I was responsible for creating game mechanics and architecture from scratch. After being promoted to team leader, I continued support and further development of the project, expanding it's feature list and increasing monetization.
Idle Rabbits: Save the World is a fully 3D idle management game where you rid the Rabbit city of a virus that is inflicting the landscape and characters. This project posed a few interesting challenges like an optimized dynamically sorted World Screen UI, a dynamically changing path graph, custom shaders/texture maps generated from tiles to seamlessly animate visual terrain transformation, all of which I implemented.
My Idle Farm is a farming simulation game where players can grow crops, raise animals, and manage their farm. I was responsible for designing the game mechanics, implementing the user interface, and optimizing the performance for mobile devices.
Developed a fast-paced multiplayer shooter game with various character classes, weapons, and maps.
While working for Azur Interactive Games, I took part in development of PIXEL'S UNKNOWN BATTLEGROUND. This is a battle royale game, featuring a sprawling map, drivable vehicles and a variety of loot and weapons, all created in the voxel visual style. I was responsible for new UI design implementation, IAP modifications, loot box functionality, and significant optimization.
This project is a VR Attack helicopter simulation created exclusively for Tula's Museum Of Arms. There a player can enter an actual cabin of an out of commission helicopter, put on an Oculus Rift, grip the flight stick and embark on dangerous mission. Another player can join in and take control of the helicopter. I was responsible for the helicopter controls, some of the multiplayer functionality and VR.