This looks exactly how I would imagine an UntitledGamesEvent to look like. Seems like a great community!
Posts by Michał Pikulski
We have managed to create something great using the LED Volume. Usage of the virtual environment really allowed us to enhance the vision and storytelling of „Elysian” beyond the capabilities of a physical set. I’m proud of my contribution to it.
Check out the full film here
youtu.be/X7mu7ezXYtQ?...
My game design project has come to an end. In a 7 people team we were tasked to create a Proof of Concept for a game that would spark a conversation about sustainability in a workshop setting.
Check out the „It’s Not You, It’s Us” concept trailer:
youtu.be/LUiTSrNZARw
The LED volume project is coming great together! The environment merged with a set almost surprisingly easy.
Can’t describe how emotional that game makes me now both during gameplay and out of it. Standing for righteousness all the way!
The LED volume project needs the virtual environment to enter a drug-induced version. Here's how it's coming along!
#ShowYourWork - cause I just finished reading the book, would recommend to any artist.
Continued to work on the environment for the LED volume. It came out pretty nicely and I got some feedback from an evironment art lecturer, who said it's "a successful work".
That comment made me so happy, since now I can say that I can do game design, programming AND visual art. Full-stack dev.
This is a prototype for "It's not You, it's Us", game for a sustainability workshop. You play as animals helping each other out using their abilities and inspiring others to do the same.
This concept aims to provoke a conversation about various ways to contribute to solving sustainability issues.
Here’s more. As you might notice, there is a crazy idea to make the world spin. I’ll be surely posting how that comes out
Got my hands on a project for a LED volume together with a group from a different course.
The plan is to record two short scenes and provide a virtual production technology for it.
I am cosplaying as an environment artist for the moment because of that.
See the experimental draft (no lighting):
Last week I worked on a prototype for a game about sustainability. I aimed to empower the player into engaging in their own community. As a result this is a prototype for "Concrete Garden" where player takes care of a community garden atop their apartment building, which inspires others to help out.
Currently tasked with creating a game about sustainability. Our goals? Resonance and Provocation.
1. To resonate with the players on personal level and leave a lasting impact.
2. To provoke the players into engaging in a constructive discussion post-gameplay.
Honestly? It’s so hard to figure out.
#GlobalGameJam was a blast! We had 9 people, 3 VR headsets, barely any sleep and a vision!
We ended creating a great prototype for 2 players that combines VR experience and flatscreen on the same device. The players’ task is to combine their clues and unmask the villain.
youtu.be/b4g-M0HAKI4?...
Remember that game I created with 10 other developers in May-June called „Resonance”?
So yeah, we got nominated for #DutchGameAwards ! The ceremony happened today, we didn’t win (congrats to Final Print team), but it was still quite an achievement for us to celebrate.
Just to finish up #blocktober I am posting last update on how the Quake level in Unreal ended up!
I have discovered a lot of problems in the previous blockouts regarding line of sights, something I severly overlooked. I had to make spaces with event-based logic to always provide visual feedback.
#blocktober
I want to post some progress on how the Quake level in Unreal Engine is going.
I have saw that the hard difficulty and tricky positioning of enemies was causing players to fail. Instead of giving up, they tried again. Now I want to experiment with creating a satisfying challenge.
We’re also here! #blocktober revealed already a few people to me and I was really happy to see that happening
Actually #blocktober is also here! Just search the tag and see what people have posted. We’re just getting started I feel like, but it’s getting there
From the very beginning I was set on creating a tower-based level, where player could understand that their goal is to reach the top.
Designing the tower offered to experiment with elevator combat as well as vertical navigation and combat. Progression upwards helped player orientation in tower.
This was some early progress that I made in initial weeks on the grand hall. I designed it to take advantage of verticality and sidepaths.
You can see that I added stairs to the doors at the end. It was a great solution to get player into the room, since the doors are locked without a golden key.
#blocktober
As part of my first assignment during Year 2 at BUas I have to create a Quake level in an Unreal Engine template that replicated the original game.
It is interesting in comparison to Trenchbroom since the freedom of engine allowed me to create breakable columns as a level ingredient.
screenshot from trenchbroom tool showing the entirety of my WIP castle level
screenshot from trenchbroom that shows the sewers below my WIP castle level
screenshot from trenchbroom showing the courtyard in my WIP castle level
#blocktober
As blocktober has oficially started I will kick it off for me with WIP bits of a Trenchbroom Quake level that I picked up to learn how to use that tool.
See the level I created for the game here: youtu.be/5IsG_lnKgbU
See the trailer here: www.youtube.com/watch?v=fIsd...
For 8 weeks I have been working with 10 other developers to create "Resonance". It was a great experience working with such a talented team that was focused on creating a game we like.
Play as a super-powered girl throwing and smashing fascists against walls and furniture. Links below!
I have entirely forgot to keep posting on Bluesky, there was a lot to do. Now I am back with a summary of the previous project and some blocktober stuff to show.
It has been a fascinating experience discovering what elements of architecture make us feel oppressed, confined and controlled. Research into fascist architecture, psychogeography and design of containment facilities revealed to me how layout can be used both to create secure areas and intimidate.
For the concept art I have to thank Quinn van Gorp and Deborah Nannini from the team.
For the next six weeks I will be working in on a new game as a level designer. It is going to be a bloody beat’em up where the player can throw fascists around using telekinetic powers of a little girl’s voice.
I will be trying to meaningfully create oppressive experience in the levels.