← Igor Arterchuk

Portfolio chapter

How I work

Design and technical case examples — from balancing tools and physics systems to complex gameplay that stays playable in motion.

Generated space map for FOUNDRY.

Space map & economy balancing

Procedural map generation and heat maps for the economy.

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UGV terrain movement simulation.

UGV movement simulation

Terrain vehicle-movement simulation.

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Physics-first vehicle prototype.

Physics-first play

Vehicles built to move, drift and break convincingly.

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Futurion traversal gameplay.

Systems in motion

A factory and travelling base that work while moving through the world.

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Game design documentation.

Working with documents

Design documentation for clearer decisions.

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Construction RTS movement prototype.

Character & unit movement

Inverse kinematics and procedural animation.

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Party Hard gameplay.

Node-based behaviour design

A living party built to be fun to play and fun to watch.

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Low-poly world generated in real time.

Real-time world materialisation

Low-poly world generation in real time.

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Hexagonal turn-based tactics prototype.

Hexagonal turn-based tactics

A 2024 tactics prototype built on a hexagonal grid.

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