Daniel Poludyonny
Hey there! Nice to see you at my portfolio page! Have a good seat and let me introduce myself. My name's Daniel (you can call me Dan) and I love playing games. Absolutely different games, from small and easy-to-play casual games, indie and mobile games to online MMO games, class-based multiplayer shooters, RPGs, strategies, simulators, point and click adventures and other game genres on consoles, PC, web and mobile.
But... since you're here, you're probably not as interested in which games I play, as in which ones I make. I do my own games since 2005. Mostly as a contract / freelance game designer but, of course, sometimes you have to play other instruments too because this is how creativity works. Besides, if you want something done well - better do it yourself, right? My main goal is to create a top-quality game product that people will pay for and love. If it means I manage - I manage. If it means I draw or animate - I draw and animate. You can find out more about my skills in the Skills section below.
In addition to game / level design and writing experience I have such in project management, product management, assembling teams from scratch, pitching, selling, business development, customer support, quality assurance and graphical design, such as CGI, video editing as well as sound design and writing my own music. The only thing I'm still religiously afraid of is programming. But I think I might overcome that fear in near future.
Have got over 30 finished projects, some as a game designer, some as a producer and some as a one-man-band. Not all of them but the most significant are mentioned in the Projects section. Doing a lot of freelance work, but still looking for the home for my ideas and games. In my spare time I post some game reviews and my dark thoughts in this blog.
I'm always excited to meet new people and open for contacts, so feel free to use my contact form. And you can add me on LinkedIn.
Skills
Game design and production | ||||
Skill | Tools | Rating | Years | |
Game design | Paper, MS Office, Google Docs (◄ my favorite ♥) | 10+ | ||
Level design | Paper, MS Visio, Unity, Flash, other tools | 10+ | ||
UI flow design | MS Visio | 10+ | ||
Creative direction | Brain, Sence of Beautiful | 10+ | ||
Planning | Pivotal Tracker (◄ my favorite ♥), MS Project, Notepad, Google Docs | 10+ | ||
Budgeting | MS Excel, Notepad, Google Docs | 10+ | ||
Butt kicking (project-wise) | Left Foot, Right Foot | 10+ | ||
Testing / QA | Hands, Brain | 10+ | ||
Bug tracking | Jira, Mantis, Starteam, Bugzilla | 12+ | ||
Mentoring | Brain, Oratory | 10+ | ||
Interviewing | Brain, Oratory | 10+ |
Artwork, animation, sounds and music | ||||
Skill | Tools | Rating | Years | |
3D modeling + unwrap | 3ds max, Maya | 12+ | ||
Texturing / CGI Post processing | Adobe Photoshop, 3ds max, Maya | 12+ | ||
Animation / posing | Adobe Flash, 3ds max, Maya, Poser, Unity | 12+ | ||
Rendering | 3ds max, Maya | 12+ | ||
UI and web design | Adobe Photoshop, Adobe Image Ready, Adobe Dreamweaver | 12+ | ||
Video editing | Adobe After Effects, Adobe Premiere, Virtual Dub | 10+ | ||
Vector graphics | Adobe Illustrator, Adobe Flash | 6+ | ||
Music and SFX | Adobe Audition, FL Studio, Wavelab | 10+ |
My games
Project EXO | ||
| Platform: | HTC Vive, Oculus Rift, Samsung Gear VR, Playstation VR |
Employer: | VR Features | |
Development: | March 2017 – July 2017 | |
Status: | Demo-version | |
Role: | Game designer / Producer | |
Job done: | • Game concept and balance for demo;
• Level design for demo;
• Writing / storyboarding;
• Team management;
• Business development;
• Pitching;
An innovative VR shooter with puzzle and strategy elements for top VR platforms.
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Proof: | Trailer |
Tanks vs Aliens | ||
Platform | PC, iOS, Android | |
Employer: | VR Features | |
Development: | January 2017 – June 2017 | |
Status: | Out on Steam, release on iOS/Android pending | |
Role: | Game Designer / Level Designer / Producer | |
Job done: | • Game design and balance; • Level design; • Storyboarding / writing; • Team management; • Post-production, game effects, game web-site; • Pitching;
When I joined the project it was absolutely raw and unplayable. I helped shape it into a good solid game.
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Proof: | Website Trailer Steam store |
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Shopkeeper | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Platform: | Android, iOS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Employer: | Keiss Games | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Development: | March 2012 - October 2012 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Status: | Unknown | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Role: | Game Designer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Job done:
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• Game design;
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Proof: |
Documentation only
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Angry Heroes | ||
Platform: | Android, iOS | |
Employer: | Artibus LLC | |
Development: | June 2011 - June 2012 | |
Status: | Released, post-release development | |
Role: | Game Designer / Producer / One-Man-Band | |
Job done: | • Game design; • Production planning and management; • Sounds and music; • Testing and QA.
Game concept, design, balance, quality assurance, planning, customer support, business development, marketing, localization, sound design, music, voice overing and a lot of other stuff.
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Proof: | Google Play download page iTunes Store download page Official page Watch trailer on YouTube (also made and voice-overed by me) |
Toon Farm | ||
Platform: | iOS | |
Employer: | Cosmobits (MacPhun LLC) | |
Development: | May 2011 - October 2011 | |
Status: | Released | |
Role: | Game Designer | |
Job done: | • Game design;
I started work on the project when it was already 8 months in development. Performed deep problem analysis, and developed improvements strategy. Developed a detailed game design according to employer's requirements. Performed a thorough supervision of the development process.
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Proof: |
iTunes download page. Note: the game no longer works as its owners discontinued its support.
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Pirate Rampage | ||
Platform: | Facebook | |
Employer: | Proxima Games / Digital Chocolate | |
Development: | September 2010 - March 2012 | |
Status: | Released | |
Role: | Game Designer / Producer / One-Man-Band | |
Job done: | • Game design; • Production planning and management; • Game art; • Sounds and music; • Testing and QA.
My own project with two programmer fellas and one artist. Did everything except programming and most art.
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Proof: | It was on Facebook and Kongregate but is discontinued now. |
One-Armed Bandit: Progressive Jackpot | ||
Platform: | VKontakte | |
Employer: | Proxima Games | |
Development: | July 2010 - September 2010 | |
Status: | Released | |
Role: | Game Designer / Producer / One-Man-Band | |
Job done: | • Game design; • Production planning and management; • Game art; • Sounds and music; • Testing and QA.
Generally, just a reskin of the previous project.
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Proof: |
VK.com (requires registration)
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VideoPoker: Progressive Jackpot | ||
Platform: | VKontakte | |
Employer: | Proxima Games | |
Development: | March 2010 - July 2010 | |
Status: | Released | |
Role: | Game Designer / Producer / One-Man-Band | |
Job done: | • Game design; • Production planning and management; • Game art; • Sounds and music; • Testing and QA.
There were two programmers and myself in the team. The programmers did the coding, I did the rest.
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Proof: |
VK.com (requires registration)
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Platform: | PC | |
Employer: | iWin Inc. | |
Development: | June 2009 - December 2009 | |
Status: | Frozen | |
Role: | Producer | |
Job done: | • Production planning and management; • Production budget and costs development; • Game design support. • External contractors hiring and management; Also: • Team recruiting; • Daily meetings with San Francisco and Los Angeles colleagues; • Weekly reports; • Game reviews with company management.
There was a
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Proof: | In the freezer. |
JoJo's Fashion Show 4: The Mystery Of Fashion Diva | ||
Platform: | PC | |
Employer: | iWin Inc. | |
Development: | February 2009 – May 2009 | |
Status: | Subcontracted to another company | |
Role: | Producer | |
Job done: | • Game art production planning and management; • Game art direction.
Managed the development of art for the game until eventually the team switched to another project and we had to give this one to another company.
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Proof: | Somewhere in Dnepropetrovsk. |
JoJo's Fashion Show 3: World Tour | ||
Platform: | PC | |
Employer: | iWin Inc. | |
Development: | February 2009 – October 2009 | |
Status: | Released | |
Role: | Producer | |
Job done: | • Production planning and management; • Collaboration with SF office.
Assisted the communication between producers and managers in San Francisco and Russian developers.
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Proof: | Trailer on YouTube Official page |
WapLand | ||
Platform: | Mobile | |
Employer: | ArMobi | |
Development: | June 2008 – February 2009 | |
Status: | Released | |
Role: | Game designer / Producer | |
Job done: | • Game design documentation and specifications development;
• Production planning and management;
• Art management;
• External team management.
• Team recruiting.
• Marketing materials development
It was a blend of a game and a wap-sites catalog with the sites looking like houses. Did the design and requirements, hired an external team and managed the development.
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Proof: | Flushed with a tsunami. |
Wallace & Gromit Adventures | ||
Platform: | Mobile | |
Employer: | Studio X | |
Development: | June 2008 – November 2008 | |
Status: | Released | |
Role: | Game Designer / Producer | |
Job done: | • Game design documentation and specifications development, according to client's requirements; • Production planning and management; • Art management; • External communication.
My team developed all core elements of the game: essential game assets, game mechanics, level editor and so on. Eventually we had to pass the project to another developer as we ran out of own investments.
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Proof: | Official page Trailer on YouTube |
Destruction Derby 3D | ||
Platform: | Mobile | |
Employer: | Studio X | |
Development: | June 2008 – September 2008 | |
Status: | Closed | |
Role: | Game designer / Producer | |
Job done: | • Marketing presentation development; • Outsourcing team management.
I pitched the game concept and the presentation (on the picture). Then we subcontracted the game to another developer. The developer failed the task.
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Proof: | Burnt down by customer's sight. |
Party Island Pool 2-in-1™ | ||
Platform: | Mobile | |
Employer: | Digital Chocolate Inc. | |
Development: | December 2007 – July 2008 | |
Status: | Released | |
Role: | Game Designer / Producer | |
Job done: | • Production planning and management; • Game design documentation and specifications development, according to client's requirements; • External communication.
• Weekly meetings and external communication;
• Project presentations;
• Print-ready marketing materials for company products;
• Resources management;
• Team recruiting.
Great idea, great team and great employer. The game has got 4th place among 10 best mobile games of 2008 (pocketgamer.co.uk). We did better than Townsmen and even Peggle! The first three games in the chart had much more significant budgets.
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Proof: | Official page Trailer on YouTube #4 in Top 10 games of 2008 Silver Award by Pocketgamer |
Mechanismo | ||
Platform: | Mobile | |
Employer: | Global Fun | |
Development: | April 2007 – September 2007 | |
Status: | Released | |
Role: | Game designer / Producer / One-Man-Band | |
Job done: | • Concept & game idea; • Game design documentation and specifications development; • Production planning and management; • Art management; • External communication. • Project presentations;
• Print-ready marketing materials for company products;
• Business and partner development;
• Market research.
• Resources management;
• Team recruiting.
The game is based on Rube Goldberg concepts. The game featured 60 fascinating levels, realistic for a J2ME game physics and a lot of other awesome stuff.
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Proof: | Official page Trailer on YouTube |
Genetica | ||
| Platform: | Mobile |
Employer: | Global Fun | |
Development: | May 2007 – September 2007 | |
Status: | Released | |
Role: | Game designer / Producer / One-Man-Band | |
Job done: | • Concept & game idea;
• Game design documentation and specifications development;
• Production planning and management;
• Art management;
• External communication.
• Project presentations;
• Print-ready marketing materials for company products;
• Business and partner development;
• Market research.
• Resources management;
• Team recruiting.
Innovative puzzle game somewhat similar to jigsaw puzzles. Complete puzzles and create some cool creatures. The game achieved Gold Award from MobileGameFAQs.
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Proof: | Official page Trailer on YouTube MobileGameFAQs review (Gold Award) |
Space Tactics | ||
Platform | Mobile | |
Employer: | Kvazar-Micro | |
Development: | January 2006 – June 2006 | |
Status: | Demo-version | |
Role: | One-Man-Band | |
Job done: | • Game concept development; • Game design & level design development; • All game assets.
The game was a StarCraft-like space real-time strategy for mobile devices with touch-screen based on Symbian UIQ 2.1/3.0 (a long before iPhone). The demo-version development took about 6 months.
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Proof: | Fell into oblivion |
Nuclear Dreams | ||
| Platform: | Mobile |
Employer: | Kvazar-Micro | |
Development: | August 2005 – January 2006 | |
Status: | Demo-version | |
Role: | One-Man-Band | |
Job done: | • Game concept development;
• Game design & level design development;
• All game assets.
The game was a Fallout-like post-nuclear strategy for mobile devices with touch-screen based on Symbian UIQ 2.1/3.0 (a long before iPhone). The demo-version development took about 6 months.
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Proof: | Destroyed by time. |
The ultimate list
Here's the ultimate list of game projects that I've ever worked on as a game designer / producer / artist or all of them at the same time. Of course there were also non-game projects. But that's boring.
Project name | Year | Project name | Year |
Nuclear Dreams Space Tactics Leisure Suit Larry Mobile Darkest Fear 2 Disney Mermaid Mobile (pitch) Painkiller Overdose (pitch) European Football 2007 Bigfoot Challenge Chicktris Mobile UBS Football Championship Destruction Derby 3D (pitch) Christmas Mystery Genetica Mechanismo DChoc Party Pool 2-in-1 Adventures of Wallace and Gromit WapLand Jojo's Fashion Show 3: World Tour | 2005 2005 2006 2006 2006 2006 2006 2007 2007 2007 2007 2007 2008 2008 2008 2008 2008 2009 | Jojo's Fashion Show 4 (pre-production) MahJong Quest 4 VideoPoker: Progressive Jackpot One-Armed Bandit: Progressive Jackpot Pirate Rampage Codename: Towns (concept) Toon Farm Shopkeeper Christmas FRENZY Angry Heroes Online Drop Rush Epic War Tower Defense 2 (Promo) Legendary Saga Battle For The Galaxy Seva Sovenkin's University Castle Keeper (Demo) Tanks vs Aliens Project EXO | 2009 2009 2010 2010 2011 2011 2011 2012 2012 2012 2013 2013 2014 2014 2015 2016 2017 2017 |