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RAINBOW SIX: EXTRACTION
RAINBOW SIX:SIEGE
FQA TESTER

Work as a part of
Global Step Montreal
 team for 
Ubisoft Montreal

• Finding and reporting Bugs in Jira;
• Worked remotely with the FQA team based in Montreal, Canada achieving individual and team scheduled targets;
• Daily bug check of the game builds for all platforms (PC, Google Stadia, PS4, XBOX ONE, PS5, XBOX Ser
ies X); 
• Use of the debbuging tool for investigation on current bug and issues;

• Performed integration testing, regression testing, user acceptance testing, Functional testing, AD-HOC and smoke testing on various video Game Applications on different platforms;
• Coordinated meetings with the Developments team and attended review meetings and walkthrough to discuss the status of the project.;

Professiona Works

OUTRIDERS

Work as a part of

Dragons Lake Entertainment

 team for 
People Can Fly Studios

  • Prototyping, whiteboxing and engine-scripting arenas;

  • Designing and scripting gameplay levels considering already done scenes, adding elements and cover for both new arenas and already designed arenas;

  • Prototyping additional or missing assets to complete a level design;

  • Prototyping and scripting mini-cutscenes (Antpharms) for existing and new levels;

  • Adding collisions and covers for existing and new arenas;

  • Adding and scripting gamepad jitter effects and camera shake in the appropriate places on the levels;

  • Collaborate on projects with other level designers, game designers, quest designers, meshers and production managers;

  • Bugfixing;

  • Participated in meetings, planning sessions with PM, group discussions;

Click on the pictures to see the arenas I worked on directly.

PaxCity.jpg
PaxCity.jpg
Misc1.jpg

UNANNOUNCED ACTION-RTS PROJECT

Work as a part of

Dragons Lake Entertainment

 team 

• Prototyping, whiteboxing and engine-scripting arenas for unannounced project;
• Designing and scripting pre-alpha gameplay for whiteboxing levels using already vreated Unreal Engine 4.25 blueprints;
• Prototyping additional or missing assets to complete a level;

• Collaborate on projects with other level designers, game designers, quest designers, meshers, programmers and production managers;
• Bugfinding and bugfixing;

SHATTERLINE

a Frag Lab Studio game

The year is 2028. The Earth is being slowly overtaken by the Crystalline – a gigantic interstellar super-organism that devours planets and transforms living species in its own image. This enemy cannot be bargained with, or fought with conventional means.

While humanity fears the cosmic plague, there are some who see it as a blessing. The Strafe Witnesses – an army of fanatics, – aim to subdue the Crystalline, and use it to uplift themselves to the next stage of evolution.

Between hope and the end of the world stands Shellguard – a small company of individuals immune to the Crystalline. These lucky few are involuntary carriers a rare genetic combination that provides resistance to the alien taint. Only they can stop the Crystalline – or allow it to change our world forever.

  • Designed and created benchmark-level using the existent assets for understanding the engine’s possibilities. Filled the level maximally with geometry, particles, decals, vegetation, cubemaps, cinematics. Created a special script for the level allowing switching any element of the level on/off;

  • Worked on game scenario together with the scriptwriter;

  • Prototyped all the additional or missing level assets;

  • Prototyped, whiteboxed and engine-scripted the level according to the scenario. Used maximally the existent assets in the level’s creation according to a task set by the principal level designer (to use at least 70% of the existent assets);

  • Scripted the level’s gameplay;

WARFACE

SPECIAL OPERATION "PRIPYAT"

a Crytek Kyiv game

Despite repeated failures Blackwood keeps trying to create super soldiers. Bunkers and an enormous tower were constructed in Pripyat and as the rumor goes - human experimentation takes place there. But what is the true purpose of these facilities and what hidden menace stalks the streets of the forbidden town?

  • Designed and created benchmark-level using the existent assets for understanding the engine’s possibilities. Filled the level maximally with geometry, particles, decals, vegetation, cubemaps, cinematics. Created a special script for the level allowing switching any element of the level on/off;

  • Worked on game scenario together with the scriptwriter;

  • Prototyped all the additional or missing level assets;

  • Created dynamically destroyed objects using Prefabs in CryEngine Sandbox Editor;

  • Participated in playtests of different levels and special operations of Warface;

  • Participated in meetings and group discussions.

SCORPION: DISFIGURED

a B-Cool Interactive game

Year 2048. The Earth is an infinite chain of regional civil wars and international terrorism in many areas of the Middle East and Southeast Europe, only one devastated by tribal feuds ravaged country with a few islands of relative stability.
In this situation, is an agent of an American secret service the contract, largely destroyed in Bosnia a chemically-large industrial complex to infiltrate. His weapons: a secret battle suit, which was developed there - and the knowledge of this complex fled scientist. His mission: a virus then bred to find, the rumors that accepts people of religious suicide bombers transforms. What he finds is far worse. 

  • Participated in the gameplay conception and creation of the levels with support from team members;

  • Suggested new ideas to create gameplay;

  • Played test levels, located and fixed bugs;

  • Assisted game and level designers in the development of the game content;

  • Created levels from sketch to final gameplay version;

  • Created technical documentation for levels;

  • Scripted level events, instructed programmers on gameplay;

  • Worked in collaboration with other level artists and game designers, leads and technical directors;

  • Provided game testing and bug-fixing in Game Editor;

  • Set NPC archetypes and behaviors, created sound effects.

Contact Me

Personal Contact:

 

Name:     Oleksii Trubachov

Email:      a.troubatchov@gmail.com 

 

Please feel free to contact me anytime.

Thank you and cheers!

Social contact

You can also contact me via:

  • Mail me

Download my resume in PDF format:

© 2020-2022 by Alexy Trubachov. Proudly created with Wix.com

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