Virtual Battle Arena

My latest Unreal Engine and C++ LAN multiplayer project, where I had the opportunity to learn about Version Control using Github. Networking Concepts like Server - Client model, Replication, RPC Calls, Roles, Ownership management. Also worked with the built in Pathfinding system and the UMG UI System

Walker City

My latest Unity Engine and C# project. This project has been a great learning experience for me, especially in terms of classes and inheritance, thanks to the weapon system I've implemented. It allows you to adjust various parameters like fire rate, critical hit chance, and damage. Additionally, I've added a drop and pickup feature to it. I've also become acquainted with coroutines and state machines, which were really helpful in creating a basic AI system. Moreover, I gained knowledge about working with characters and models from Mixamo, and I incorporated a level from a Synty Studios pack into the project.

Arvid's Archery

My first game, which was fully developed with C# code. I'have also created the player character and its animations using Blender, and I did the level design myself. But for the other models, I grabbed the Viking pack from Synty Studios.

Bloody Tracks

This game was built with Playmaker Visual Scripting. Most of the assets are from free and paid asset packs from Unity Store. But the player and enemy tank model and few pieces of vegetaion like trees rocks were created by me.

Kitchen Chaos

This game was built based on a tutorial from the Code Monkey youtube channel. I feel like it has it's place in my portfolio because I have learned so much about topics like: Clean code, Unity's new input system, Events, Delegates, Singleton Pattern, Scriptable Objects, Interfaces, UI, Coroutines and many more while working on this project.

Sheep Shooter

My first game which was built with the use of Playmaker visual scripting. Assets were also created by me.

Space Taxi Remake

This was my very first game. I got the assets and the code handed to me. My job was to put together and design the level using the provided assets and take care of the lighting.