Name: Greg Pryjmachuk
Location: Birmingham, UK
- Valve’s Hammer Editor (all aspects including full understanding of optimisation for Vvis)
- Full understanding of Vvis and how best to optimise environments to compile fast and effectively.
- Full understanding of Binary Space Partitioning and how best to utilise it for levels and environments.
- Full in-editor scripting knowledge and correct use of parenting.
- Effective use of lighting, texture and decal placement to bring an originally blocked out level to life.
- Asset placement, solid design overview and constant compiling coupled with regular build tests helps to make the original goal ‘work’ in a game environment.
- Source Engines’ Navigation Meshes (for incorporating AI)
- Blender // 3Ds Max 2010 (modelling, rigging, animating / character and environment).
- Modelled low poly characters modelled using my own references and kept anatomically correct, which can then easily be used in any game engine.
- Rigging of these models with correct weight painting to allow them to easily form any ‘realistic’ pose for use in animation.
- Animation of basic movements, such as walking, running and jumping.
- Unity3D (all aspects)
- Utilising the engine overall to display my ideas into concepts, to find out if new ideas can really work.
- Working with grid, point and nav-mesh AI path-finding solutions to create believable AI behaviours.
- Crytek’s CryEngine 2 (flow graphing, terrain editor, AI pathing, general object placement).
- Unreal Development Kit (Level editor features).
- Adobe Photoshop CS4 (conceptual and promotional work created using a wacom A5wide).
- Adobe Flash CS3 (animation with some basic ActionScript knowledge).
- Microsoft Office // OpenOffice.org (all aspects including spreadsheets, documentation and presentation)