Brandon Popovich
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I am a Systems and Level designer that works only in Unreal 4.
I am a Systems and Level designer that works only in Unreal 4.
A bit about me
I set out to push the bar of systems creation and creative design with the mindset that nothing is impossible. My heavy experience encompasses almost every aspect of Unreal 4. Having shipped 4 titles, built prototypes, worked on demos, and just helping out with projects that need a little boost. I take every project as a intense learning experience. Pushing far beyond my responsibilities with the understanding that every bit helps when trying to create an awesome product.
Some of my strong points are:
- A deep understanding of Game and Level Design principles
- Core understanding how to create systems that ease the implementation of systems.
- Able to contribute innovative and original ideas to all aspects of game development.
- Able to adapt and learn to different types of technology, software, and environments quickly.
- Enjoy working within a team environment. Communicating on a daily basis. Collaborating with others to create the best product we can.
- Ability to work on my own with little direction in order to create unique and interesting interactive scenes and game play.
- Very passionate and self motivated in everything that I do. Which is mainly gaming and my family now.
Some of my strong points are:
- A deep understanding of Game and Level Design principles
- Core understanding how to create systems that ease the implementation of systems.
- Able to contribute innovative and original ideas to all aspects of game development.
- Able to adapt and learn to different types of technology, software, and environments quickly.
- Enjoy working within a team environment. Communicating on a daily basis. Collaborating with others to create the best product we can.
- Ability to work on my own with little direction in order to create unique and interesting interactive scenes and game play.
- Very passionate and self motivated in everything that I do. Which is mainly gaming and my family now.
Professional Game Production Experience
Blade Runner 2049: Memory Lab
Magnopus
Lead Unreal Developer / Lead Oculus Side
- As the lead I worked with the creative leads, clients, and teammates to organize what is needed to create within a very short time.
- Developed the gameplay mechanics, streaming, progression. etc All in Unreal 4 Blueprints
- Will update more later as still recovering from crunch.
Magnopus
Lead Unreal Developer / Lead Oculus Side
- As the lead I worked with the creative leads, clients, and teammates to organize what is needed to create within a very short time.
- Developed the gameplay mechanics, streaming, progression. etc All in Unreal 4 Blueprints
- Will update more later as still recovering from crunch.
The Fidelio Incident
Act3 Games
Design Director
- Designer and Systems Engineer for The Fidelio Incident with a small team of 3.
- A first person narrative thriller with exploration, survival and basic puzzles. Inspirations include Dear Esther, Gone Home, and Firewatch.
- We have worked on this project for 2 years in a full indie environment
- This is a list of some of my responsibilities:
Blueprints, gameplay mechanics, level design, systems design, sound design, animation blueprint, cinematics, cross blueprint functionality, interactive, inventory system, progression, everything menu related, save systems, level streaming, etc.
Act3 Games
Design Director
- Designer and Systems Engineer for The Fidelio Incident with a small team of 3.
- A first person narrative thriller with exploration, survival and basic puzzles. Inspirations include Dear Esther, Gone Home, and Firewatch.
- We have worked on this project for 2 years in a full indie environment
- This is a list of some of my responsibilities:
Blueprints, gameplay mechanics, level design, systems design, sound design, animation blueprint, cinematics, cross blueprint functionality, interactive, inventory system, progression, everything menu related, save systems, level streaming, etc.
Unannounced Prototype
Ember Lab
Lead Game Designer
- A third person action adventure game based on combat, exploration, and unique minion based puzzles. Inspirations include Zelda: The Wind Waker, Dark Souls, and a simplified minion system then Overlord.
- Working on a small team of very talented animators to create a engaging combat experience that puts animation and fluid controls as a main priority.
- Responsible for all Animation Blueprint, Player blueprint, Ai behavior trees (I made a custom Behavior system to work with our animation processes)
- Creating systems that are easily modified and adaptable based upon constant changes of animation, combat, combos, Ai personality, and tweaks that I help teach to others who may not have that much Unreal 4 or Blueprint experience.
Ember Lab
Lead Game Designer
- A third person action adventure game based on combat, exploration, and unique minion based puzzles. Inspirations include Zelda: The Wind Waker, Dark Souls, and a simplified minion system then Overlord.
- Working on a small team of very talented animators to create a engaging combat experience that puts animation and fluid controls as a main priority.
- Responsible for all Animation Blueprint, Player blueprint, Ai behavior trees (I made a custom Behavior system to work with our animation processes)
- Creating systems that are easily modified and adaptable based upon constant changes of animation, combat, combos, Ai personality, and tweaks that I help teach to others who may not have that much Unreal 4 or Blueprint experience.
Bebylon Battle Royale
Kite And Lightning
Designer
- Created 30 prototype level arenas to test out different concepts and ideas from my own designs.
- Helped work on the GDC Playable demo.
- Worked closely with the owners to create the best feeling experience we could within a short time.
- Created or remade 7 different pickup weapons. Some working directly with the positioning of the VR headset (Satellite beam)
- Developed environmental hazards and effects.
- Developed skeletal beby's that you can punch around and throw into hazards.
- Worked on systems designs for progression, UI for multiplayer, Particles, sound.
- Had a blast making crazy weird designs.
Kite And Lightning
Designer
- Created 30 prototype level arenas to test out different concepts and ideas from my own designs.
- Helped work on the GDC Playable demo.
- Worked closely with the owners to create the best feeling experience we could within a short time.
- Created or remade 7 different pickup weapons. Some working directly with the positioning of the VR headset (Satellite beam)
- Developed environmental hazards and effects.
- Developed skeletal beby's that you can punch around and throw into hazards.
- Worked on systems designs for progression, UI for multiplayer, Particles, sound.
- Had a blast making crazy weird designs.
Gigantic
Motiga / Microsoft / Ayzenberg
Art Director
- Worked with 3 different teams to create a 2 minute E3 trailer within a 3 week timeline.
- I was the consultant, tech designer, first pass animation, implementation and renderer. Every bit of non gameplay shots had to go thru me while troubleshooting numerous bugs that occurred do the shifting environment of a in production game.
Gigantic E3 Trailer 2015
Motiga / Microsoft / Ayzenberg
Art Director
- Worked with 3 different teams to create a 2 minute E3 trailer within a 3 week timeline.
- I was the consultant, tech designer, first pass animation, implementation and renderer. Every bit of non gameplay shots had to go thru me while troubleshooting numerous bugs that occurred do the shifting environment of a in production game.
Gigantic E3 Trailer 2015
Sunset Overdrive
Insomniac Games
Designer
- Helped design and implement the Cinematic systems used within Sunset Overdrive.
- Was a very outspoken and fought hard to make the Cinematic as designer friendly within the many constraints given.
- Designed and implemented over 50 cinematics within the game. Assisted with a majority of the other cinematics.
- Worked with individual designers on how best to represent their cinematic, and helped implement questing, progression and special cinematic tech features that included most aspects of the proprietary engine knowledge within a short time given to complete each task.
Insomniac Games
Designer
- Helped design and implement the Cinematic systems used within Sunset Overdrive.
- Was a very outspoken and fought hard to make the Cinematic as designer friendly within the many constraints given.
- Designed and implemented over 50 cinematics within the game. Assisted with a majority of the other cinematics.
- Worked with individual designers on how best to represent their cinematic, and helped implement questing, progression and special cinematic tech features that included most aspects of the proprietary engine knowledge within a short time given to complete each task.
Here They Lie - Early Prototype
Tangentlemen
Garage Designer
- I was on a very talented team as Tech and Level designer for a very early prototype of Here They Lie.
- Helped create a unique level environment inspired by the artist Zdzisław Beksiński.
- BBQ'd many tasty meats.
- Left due to lack of personal funds.
Tangentlemen
Garage Designer
- I was on a very talented team as Tech and Level designer for a very early prototype of Here They Lie.
- Helped create a unique level environment inspired by the artist Zdzisław Beksiński.
- BBQ'd many tasty meats.
- Left due to lack of personal funds.
Yaiba: Ninja Gaiden Z
Spark Unlimited
Level Designer
- The Designer for the retro Ninja Gaiden Z arcade mode.
- Creating new gameplay environments, scenarios and puzzles.
- Working with Level Designers, and engineers, to troubleshoot, improve, and modify gameplay elements.
- Working with Programmers to advise and assist in the creation of new systems.
- Troubleshoot and resolve scripting and programming issues.
- The creation and teaching of new systems to design and other departments.
- Creating templates used in all types of arena and level design used across the game.
- Animations with camera, skeletal mesh, lighting, particle effects, sound and gameplay systems.
- Assisted and contributed something to every level in the game.
Links
Ninja Gaiden Z Mode
The Great Escape
Spark Unlimited
Level Designer
- The Designer for the retro Ninja Gaiden Z arcade mode.
- Creating new gameplay environments, scenarios and puzzles.
- Working with Level Designers, and engineers, to troubleshoot, improve, and modify gameplay elements.
- Working with Programmers to advise and assist in the creation of new systems.
- Troubleshoot and resolve scripting and programming issues.
- The creation and teaching of new systems to design and other departments.
- Creating templates used in all types of arena and level design used across the game.
- Animations with camera, skeletal mesh, lighting, particle effects, sound and gameplay systems.
- Assisted and contributed something to every level in the game.
Links
Ninja Gaiden Z Mode
The Great Escape
College Game Production Experience
Nano
Team Lead and Lead Game Designer
NanoSurgeon is a top down shooter based upon a stylized interpretation of the inside of the body. The main character, Nano, fights ibacteria, virus, worms, and infection as he tries to keep the body from dying.
- Worked directly with the Director of God of War, Ken Feldman, in creating the game within the school environment.
- Designed and created the following game mechanics using extensive UDK, Kismet, and Scaleform.
- Level and Scenario Design.
- UI elements including Score, Timer, Health, and Tips
- Unique particle systems.
- Custom water physics based movement.
- Location based events and progression.
- Enemy Spawners. Both dumb (Rigid Body Objects) and AI enemies.
- Custom Enemies with Kismet based AI, Unreal physics, Scaleform, Particles, Health, Mesh.
- Exploding blue cells that causes the player to move slowly
- Worms with AI that block and swarm the player
- Spawning bacteria that block and follow and surround the player
- Worms that block the player.
- Blood Clots that block the player.
- Plant objects that trap the player if it swims nearby.
- The design and implementation of Scenarios and Game Play elements.
- Healing of cuts in the major organs.
- The spawning and destruction of lung cancer.
- Clearing blood clots from the heart.
- Clearing worms from the heart
- Hunting down and destroying of the Mother Worm.
- A Multi stage boss battle.
- Cut elements include, Infected brain tumors. Knife wounds. Dynamic Worm. Arteries and veins push you either away or toward the heart. Penalty for going up stream.
Links
YouTube Video
- Worked directly with the Director of God of War, Ken Feldman, in creating the game within the school environment.
- Designed and created the following game mechanics using extensive UDK, Kismet, and Scaleform.
- Level and Scenario Design.
- UI elements including Score, Timer, Health, and Tips
- Unique particle systems.
- Custom water physics based movement.
- Location based events and progression.
- Enemy Spawners. Both dumb (Rigid Body Objects) and AI enemies.
- Custom Enemies with Kismet based AI, Unreal physics, Scaleform, Particles, Health, Mesh.
- Exploding blue cells that causes the player to move slowly
- Worms with AI that block and swarm the player
- Spawning bacteria that block and follow and surround the player
- Worms that block the player.
- Blood Clots that block the player.
- Plant objects that trap the player if it swims nearby.
- The design and implementation of Scenarios and Game Play elements.
- Healing of cuts in the major organs.
- The spawning and destruction of lung cancer.
- Clearing blood clots from the heart.
- Clearing worms from the heart
- Hunting down and destroying of the Mother Worm.
- A Multi stage boss battle.
- Cut elements include, Infected brain tumors. Knife wounds. Dynamic Worm. Arteries and veins push you either away or toward the heart. Penalty for going up stream.
Links
YouTube Video
Savage Fist
Lead Game Designer
Savage fist is a First person beat em up created for the iOS and Android systems. Working within a small team, we set out to make a Kung Fu / Karate based game with unique gameplay and design.
- Designed and created the game mechanics using extensive UDK, Kismet and Scaleform.
- Created a iOS Touch based attack system. Including combos and special attacks.
- Block and Dodge systems, mechanics, and animation feedback.
- Unique Enemy environments and custom random based AI combat and systems.
- Best 2 out of 3 rounds with working Win - Lose.
- Menu Screen.
- Enemy select screen.
- Camera animations depending on scenario - Examples being. Hit by hard punch, compared to a weak punch. Enemy knocking player down.
- Score systems.
- Deep understanding and use of Matinee based events.
- Deep understanding of systems that create a game full on game.
- Un-lockable characters, gloves, and arenas. (Not yet implemented but working.)
- Currently installed on my iPhone
Links
YouTube Video - Older
YouTube Video - Newer Gameplay No Lighting
- Designed and created the game mechanics using extensive UDK, Kismet and Scaleform.
- Created a iOS Touch based attack system. Including combos and special attacks.
- Block and Dodge systems, mechanics, and animation feedback.
- Unique Enemy environments and custom random based AI combat and systems.
- Best 2 out of 3 rounds with working Win - Lose.
- Menu Screen.
- Enemy select screen.
- Camera animations depending on scenario - Examples being. Hit by hard punch, compared to a weak punch. Enemy knocking player down.
- Score systems.
- Deep understanding and use of Matinee based events.
- Deep understanding of systems that create a game full on game.
- Un-lockable characters, gloves, and arenas. (Not yet implemented but working.)
- Currently installed on my iPhone
Links
YouTube Video - Older
YouTube Video - Newer Gameplay No Lighting
Deadskins
Lead Level Designer
Deadskins is a FPS based upon the story of the Native Americans. The Great Spirit has become sick and can no longer contain the dead that inhabit the spirit world. Zombie war parties climb out from the earth of ancient battlefields to hunt and ravage all things living.
- Worked toward the end of the project with the task to create two levels.
- The levels include The Mine (Deathmatch) and The Redwoods(Team Match).
- Laid out the design and creation of a dynamic and lively environments using not many assets.
- Using a method to create unique areas, when explored, tell a short story of what happened using lighting, effects, asset based systems.
- Created a dynamic day/night cycle along with wind and material effects.
- Kismet based events depending on location: Ghosts, loud sounds, dynamic particle effects and lights.
- The creation of Landscape and Materials.
- Weapon, health, and player spawns.
Links
Deadskins - The Mines Screenshots (1) (2) (3)
Deadskins - Redwood Map
Deadskins Website
Steam Greenlight
- Worked toward the end of the project with the task to create two levels.
- The levels include The Mine (Deathmatch) and The Redwoods(Team Match).
- Laid out the design and creation of a dynamic and lively environments using not many assets.
- Using a method to create unique areas, when explored, tell a short story of what happened using lighting, effects, asset based systems.
- Created a dynamic day/night cycle along with wind and material effects.
- Kismet based events depending on location: Ghosts, loud sounds, dynamic particle effects and lights.
- The creation of Landscape and Materials.
- Weapon, health, and player spawns.
Links
Deadskins - The Mines Screenshots (1) (2) (3)
Deadskins - Redwood Map
Deadskins Website
Steam Greenlight
Space Gothic
Team Lead and Technical Artist
Space Gothic is a First Person Puzzle solving game based on the player being a saboteur. The player must first plant the bomb, and escape within the time limit. My first major project within UDK.
- Designed and created the game mechanics using extensive UDK, Kismet and Scaleform.
- Adding of arena and room based events and puzzles.
- Functional checkpoint system.
- Scaleform Menu systems
Links
YouTube Video
Education
The Art Institute of Los Angeles
Received 3 Best of Quarter Awards.
- Perspective Drawing
- 3d Modeling
- Game Design
Additional Skills
- Action Script 2.0 and 3.0
- 3d Studio Max Example (1) (2)
- Zbrush Example (1) (2)
- Photoshop Example (1) (2)
- dDo
- 7+ Years Experience in the IT Field.
- Designed and created the game mechanics using extensive UDK, Kismet and Scaleform.
- Adding of arena and room based events and puzzles.
- Functional checkpoint system.
- Scaleform Menu systems
Links
YouTube Video
Education
The Art Institute of Los Angeles
Received 3 Best of Quarter Awards.
- Perspective Drawing
- 3d Modeling
- Game Design
Additional Skills
- Action Script 2.0 and 3.0
- 3d Studio Max Example (1) (2)
- Zbrush Example (1) (2)
- Photoshop Example (1) (2)
- dDo
- 7+ Years Experience in the IT Field.