Umiejętności
Ofertowanie
planowanie
Komputery
Kontrola kosztów
Bazy danych
Projektowanie
Angielski
Spedycja
Projektowanie gier
Programowanie gier
Niemiecki
handel zagraniczny
Programowanie
Handel
Transport drogowy
Zarządzanie transportem
Unity3D
MS Office
Zarządzanie zespołem
3DS MAX
Kontrola jakości
Maya Autodesk
Unreal Engine 4
B2B eCommerce
ENOVA ERP
B2B Sales
Excel, Word, PowerPoint
Języki
polski
ojczysty
angielski
biegły
japoński
podstawowy
niemiecki
podstawowy
Doświadczenie zawodowe
Game Designer/3D Modeler
Independant Game Developer/3D Artist
I've started learning towards the Game Design at the end of 2014. I've quickly managed to grasp basic knowledge of graphics engines like Unity, Construct 2 or Unreal Engine, which has been evolving rapidly since then.
For more info, please refer to my portfolio website
http://www.behence.net/shin_ji
About the project
Demo is being solo developed just by one person, self funded as well. It's still in it's pre-Alpha phase and there is a long way before publishing. Demo is developed with the use of Unreal Engine 4 and it's powerful visual scripting tool - Blueprints. I have started working on this project in April 2015 and it's an ongoing personal project since then.
As a main designer/producer and programmer I have developed and been responsible for the following:
Procedurally generated levels in game – fully adjustable/customisable – this technique perfectly fits endless/infinite runner type of game. Block sections are spawned one after another, currently there are eight types of blocks for variety and two block for turning.
Gameplay mechanics – these are utilizing Unreal Engine’s blueprint interfaces, these can be implemented in every single script in the game for interaction with the player, fully adjustable parameters. Objects like targets, power ups, obstacles are using interfaces and event dispatchers for full control over game logic.
Environment – Level Blocks are made of simple geometry which are blueprint objects as well. Textures are auto-tilled for customisation of the geometry sizes. Every block contains 10 to 20 different shapes, along with particle effects. There is only one light source in the level which is directional light. It is set to movable so there is no need for re-baking the lightning. There is a separate blueprint designed to serve as an atmosphere, sky with all effects including sun, moon, fog, day/night cycle with every settings adjustable.
For more info, please refer to my portfolio website
http://www.behence.net/shin_ji
About the project
Demo is being solo developed just by one person, self funded as well. It's still in it's pre-Alpha phase and there is a long way before publishing. Demo is developed with the use of Unreal Engine 4 and it's powerful visual scripting tool - Blueprints. I have started working on this project in April 2015 and it's an ongoing personal project since then.
As a main designer/producer and programmer I have developed and been responsible for the following:
Procedurally generated levels in game – fully adjustable/customisable – this technique perfectly fits endless/infinite runner type of game. Block sections are spawned one after another, currently there are eight types of blocks for variety and two block for turning.
Gameplay mechanics – these are utilizing Unreal Engine’s blueprint interfaces, these can be implemented in every single script in the game for interaction with the player, fully adjustable parameters. Objects like targets, power ups, obstacles are using interfaces and event dispatchers for full control over game logic.
Environment – Level Blocks are made of simple geometry which are blueprint objects as well. Textures are auto-tilled for customisation of the geometry sizes. Every block contains 10 to 20 different shapes, along with particle effects. There is only one light source in the level which is directional light. It is set to movable so there is no need for re-baking the lightning. There is a separate blueprint designed to serve as an atmosphere, sky with all effects including sun, moon, fog, day/night cycle with every settings adjustable.
Szkolenia i kursy
Znajomość systemów klasy ERP/ERPII (SAP), Benson SkyLogic, Kronos, SAGE
TEAM LEADING LEVEL 2 NVQ – Matrix Training
Certyfikat z języka angielskiego - ETS TOEIC® (945/990 pkt.) (TEST OF ENGLISH FOR INTERNATIONAL COMMUNICATION™),
Zdolności szybkiego uczenia się, nawiązywania kontaktów,
Obsługa klienta według najwyższych standardów,
Szerokie umiejętności organizacyjne (promocja, marketing),
Obsługa komputera na poziomie zaawansowanym
Bardzo dobra znajomość pakietu MS Office (Excel), programowania, baz danych, zintegrowanych sieci informatycznych
Prawo jazdy kat. B
TEAM LEADING LEVEL 2 NVQ – Matrix Training
Certyfikat z języka angielskiego - ETS TOEIC® (945/990 pkt.) (TEST OF ENGLISH FOR INTERNATIONAL COMMUNICATION™),
Zdolności szybkiego uczenia się, nawiązywania kontaktów,
Obsługa klienta według najwyższych standardów,
Szerokie umiejętności organizacyjne (promocja, marketing),
Obsługa komputera na poziomie zaawansowanym
Bardzo dobra znajomość pakietu MS Office (Excel), programowania, baz danych, zintegrowanych sieci informatycznych
Prawo jazdy kat. B
Specjalizacje
Łańcuch dostaw
Logistyka/Optymalizacja
Łańcuch dostaw
Planowanie/Prognozowanie
Obsługa klienta
Motoryzacja/Transport
Reklama/Grafika/Kreacja/Fotografia
Grafika
Sprzedaż
Inne
Zainteresowania
Niezależny projektant gier, programista, modeler. Prowadzę własną stronę na portalach społecznościowych, oraz profil na YT gdzie prezentuje swoje prace.
www.behence.net/shin_Ji
www.youtube.com/user/ShinjiTade
www.behence.net/shin_Ji
www.youtube.com/user/ShinjiTade