Home

  • VR Search Level Updates

    I have made some updates to the VR Search Level prototype. Now players can complete a whole set of tutorials that will teach them basic interactions in the game and a little bit about cryptocurrencies. In addition, players will face locked doors that can be opened only with a key. What is more, there might be something hidden behind paintings, so they are made interactive as well. Unlike the safe from previous versions, the new safe is locked with a code. This code consists of 3 cryptocurrency icons that match the names of real cryptocurrencies. The puzzle is generated randomly for every game session. There is also an opportunity to evaluate players’ score.

    After 19 volunteers playtested the game, I decided to make some improvements based on their feedback. Many players struggled to grab objects that were really high from the ground. That is why a step ladder has been added. Players can grab it and bring where they need it. That also eliminates the need in adding a jump mechanic which would make players feel more dizzy. Now most of the lights in the game can be switched on and off with buttons. The game was lacking sounds, so I added sounds of player footsteps, inserting and turning the door key, opening the safe.

    Though there are portions of feedback that are more challenging to deal with. Players were confused that in VR they can see the controllers they are holding but not their hands. I was on my way to making hands visible for players but apparently XR Interaction Toolkit can display either controllers or hands at once. I will need to put more attention into that. Additionally, despite adding tunneling vignetter and ensuring perfect game performance, most of the players felt quite dizzy. My guess it is because of using locomotion movement and not teleportation but it could be something else. This should also be addressed by first doing more research. What was also inconvenient for players in absence of the inventory. Players could find around 5 items in the room and they have only 2 hands to bring items to the table to get score. So they had to walk to the item and back several times, which is inconvenient. Right now I am working on the inventory for the player to address this inconvenience for the players.

  • VR Search Level

    Virtual Reality (VR) is becoming more popular as a learning tool for various companies and organizations. It provides users with immersive experiences and attracts with its novelty. I could not ignore this started my own journey of learning VR. On the video you will see my progress in 2 months. This is an apartment where players need to find cryptocurrency related assets and bring them on the table marked with green. The trick is that cryptocurrency related assets are often hidden and can be confused with other electronics. I used Unity 6 to build the game alongside with XR Interaction Toolkit. Enjoy watching the video! More features are coming in future.

  • Project Mako

    Inspired by Mako – a six-wheel armored vehicle from Mass Effect, I decided to create a prototype of the game where the main gameplay loop will be built around a similar type of vehicle. The prototype is quite raw now but hopefully will involve into something bigger.

    At the moment, the game has such features:

    • player vehicle that can drive, shoot, scan enemies, use nitro, jump, can control itself while in air
    • enemy turrets
    • very basic enemy vehicle AI (not in the build)
    • crab monsters with simple AI
    • items that can be picked up to improve player’s vehicle
    • primary weapon for player’s vehicle. Typically that is a machine gun with a big firing rate. This weapon can overheat and stop firing until it cools down
    • Secondary weapons for player’s vehicle: normal and homing missile
    • UI elements to represent state of player’s health, shield and overheat
    • Main menu and pause menu

    More to come in future!

    Source code: https://github.com/Pahutich/Pahutich-Project-Mako

    Try out the prototype: https://pahutich.itch.io/project-mako

  • Studio Tronix Project

    This project was a school assignment from a company Studio Tronix which is based in Utrecht in the Netherlands. The company provides its clients with AR/VR solutions. The assignment was to create a virtual environment for a museum where multiple people could see and interact with the museum at the same time.

    My role was to provide the multiplayer experience (I used Photon) to the project as well as to implement basic functionality to place, scale and rotate items. The multiplayer was implemented using Photon engine. Multiplayer still lacks synchronization in some places, but overall the goal of the assignment has been achieved.

    Build: https://pahutich.itch.io/virtual-museum

    Video: https://www.youtube.com/watch?v=NXhxzoWrljE

    Company website: https://www.studio-tronix.com/

  • Spaceotic Escape

    Spaceotic Escape is a game created at school by several people, including me, for a game jam assignment. The goal of the assignment is to create a game which would match the topic “chaos” within 5 days. My team came up with an idea of a game where player needs to escape from a space station which is about to break. The key is that what happens after escape will be different based on how many supplies you collected while getting out of the station.

    My responsibility was to create an animator controller with sound for the main character. I also created door opening/closing mechanic.

    Link: https://fontys-gdt.itch.io/spaceoticescape

  • Era of Industria

    Era of Industria is one of the first games I created in general and at school as well. Together with my colleague, we created a real time strategy. The game idea is that you rule a civilization and you know that you can not just develop normally as often some cataclysms happen, like meteor showers, which is the case in this game. The goal of the game is to develop your civilization to a certain state and meanwhile keep it alive from the cataclysms. You can gather and craft different resources which are used to build various structures, like houses, windmills, meteor protection and a monument. Building a structure give development points which are necessary to win.

    I specifically worked on level design, cataclysm mechanic, partly UI, audio feedback to certain actions, game design.

    Link: https://pahutich.itch.io/era-of-industria

  • The Dungeon Adventure

    A 3D, first person action adventure mini game where you as a player have to get out of the dungeon. Look for treasures and different rooms but also be aware of skeletons and traps on your way.

    The game was created solely by me in order to to get more familiar with mobile input, level design, first person combat system, navmesh and primitive AI.

    Try the game out: https://pahutich.itch.io/the-dungeon-adventure

    Video: https://www.youtube.com/watch?v=Oqj6YKr70b8

  • Pocket Garage

    This game was my graduation project which I was developing in Artking Studio. Artking Studio is an art outsource and game development company based in Hegelsom in the Netherlands. The goal of the internship was to add a racing mechanic to the game Pocket Garage. I used wheel collider component and UniCar plugin to create car movement. 

    Company website: https://artkingstudio.nl/artkingstudio.nl/

  • Citadel Siege

    Started as a school project but broke out of the school walls in a hope to become something greater. Citadel Siege turn-based (mostly) strategy game. The game is currently available for two players to play with each other on one device. Each player has a citadel. The goal of the game is to keep your own citadel safe and to destroy other player’s citadel. Aside from citadel, players have mine and barracks in their disposal. It is important to protect these structures as well. Mine provides extra gold which can be used to upgrade units and buy powerups. Barracks allow to spawn more warriors for free each round. Each structure is protected by walls or gates (like citadel). There are 3 combat liens and all structures are placed within these lines. Warriors can attack other warriors and structures that are located only at the same line. 

    As a school assignment for a first part of a minor, me and my colleague introduced the first playable citadel siege prototype. For the second part of the minor, we had to change the game concept in a some way. This created a split of versions: the original citadel siege and citadel siege corporative edition. In the original version, there are 3 warrior slots on each combat line. Warrior is able to attack only the warrior of the opponent which was placed on the same slot (or on the adjacent to the same slot) on the same combat line but from the opposite side. In corporative edition there is only one warrior slot for each combat line. The difference is that on central slots instead of normal warriors you place a hero – basically a bigger and stronger version of its smaller brother/sister and player can pick buffs for the hero before the battle. Unlike in the original citadel siege where you needed to play multiple rounds to have a winner, there is only one round in corporative edition, making the player session shorter. Corporative edition also received a huge graphical boost, warriors got animated which impacted the combat system a lot. At the same time, corporative edition got rid of some important features, like mini-map and warrior upgrades for simplicity reasons.

    My main responsibility in Citadel Siege is combat mechanics.

    Currently, I am combining the initial game concept with graphical improvements, warrior animations and other new features into one solid version.

    Initial prototype: https://play.google.com/store/apps/details?id=com.PrimateGamesStudio.CitadelSiege

    Source code: https://github.com/tall-horse/Citadel-Siege-Corporative-Edition

    Try out the game: https://play.unity.com/mg/other/citadel_siege_web