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Experience Design & Software Developing Services

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AuriVonę


Kasandra Ates

#Essence

  • Combining knowledge of Programming, Game Design, and UX to prepare a great experience for even the most specific users.
  • Putting a lot of attention into communication with team members and a client.
  • Leading implementation with DOP and OOP rules to create clean and easy-to-expand code structures.
  • Working iteratively, perfecting the product with my client until it is released.
  • Unique solutions for different needs. Experienced with VR, Medical and Gaming industries.
  • #Experience from

    TierOne

    Fully Shipped Commercial Product

    Several independent projects

    5+

    Years in Commercial Industry

    #Trustworthy

    It was our company that Kasandra Ates, made first steps in the profession in. For two years, had managed to significantly improve qualifications and got used to the mechanics of @UE4 framework. Had proved to be a diligent and responsible employee, characterized by great creativity. Quick learner for sure. The world of games and new technologies is close to Kasandra heart.

    Tomasz Mandzyn

    VRTierOne - Lead Director

    #Technologies

    VR (UX)

    Vive, Valve, Oculus

    UE4/5

    BPs, GA System, MVVM, Slate, CommonUI, HLSLNodes, UMG, BehaviorTree

    Python

    API's handling and automatization

    GODOT

    GDScripts

    C++

    SDL2, Cocos2dx, STL

    SQL

    • all
    • Coding
    • Game Design

    Trimwind Game

    • Release Date : Dec 26, 2017
    • Skills : C++, SDL2, SFML

    The prototype of a simple 2D Arcade-Adventure platform game, where the player is Wergran who reaches the Glimmers territory. Everything is about running from the main enemy (glimmer), and collecting flames to reach new levels. The player can use environment (bushes) to hide from their enemy. The game was written from blank without any game engines. Audio Manager, Collision, Sprite Animation etc, were written entirely by me. I also created an Editor in SFML for this game, where I could add collisions, objects, or spawns. The project was mainly my programming training. This project took me about a year to develop.

    Features I'm most proud of:

  • Glimmer, the main enemy in the game, uses A* Search to locate the player. Patrols via waypoints defined in the Game Editor. AI behaviors, guarding place which the player wants to reach or check the last places where the glimmer saw the player. Detecting system based on movement of the player (the longer player stays in one place, the better glimmer knows the player position). Skeletal movement (bones), every flame is a separated bone; works like snake tail.

  • Audio Menager (Direct audio, dynamic music for the glimmer, channels queue and two ambient soundtrack channels inside/outside)

  • Dedicated Game Editor (SFML) This tool allows adding collisions, objects, custom areas, spaws and waypoints. The waypoints can be connected between each other to create patrol path for the Glimmer. It is also possible to add animated platforms/obstacles, setting the height of their movement.

  • User Interface (Main and InGame) Simple and very intuitive, dynamically changing language, sound settings, resolution settings, UI animated objects (buttons, windows, background).

    FuelOut

    • Release Date : Nov 20, 2018
    • Skills : Level Design, Game Design, Scripts

    FuelOut is a sandbox desert style map where the player is looking for one of the last safe zones in region. The lore is simple with a small twist. "Support team" that communicates with the player via messages, leads the player through the story. The player can go wherever they want, but must complete the mission before the night falls. For me, this map was an experimental place, where I could test my ideas without making the whole game.

    Main Features:

  • Open environment, the player has an open desert area to explore an abandoned town, a gas station, tunnels, and underground sewers. Almost every building is open.

  • Gamification. Exploring the town, the player needs to find the key to open the medic store, where the medkits are. In the sewers the player has to solve small puzzle to kill a monster with UV light and get new items. Loss aversion, where in the main quest the player needs to prepare to fight the mutant, gathering items and weapons from the area around.

  • Interactions with the world. I added small "immersions", like lighting fire in the barrel with wood or turning the lights on/off. Everywhere the player can finds something to use against the enemies. Branch stuck into the sand, or a piece of reinforcing rod found in the rubble. The player can also find items to craft or upgrade the weapons. These items are placed with logic explanation (e.g. cables in the electrical box, alcohol in the stores, etc.).
  • Visit Steam Workshop

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