UI Programmer
Key responsibilities:
Key responsibilities:
- Implementing User Interface in Unity engine
- Refining UI related systems
- Working on backend gameplay systems
- Creating tools to aid the design process
- Feedbacking UI designs in terms of functionality
Thronebreaker is a single player, standalone spin-off of Gwent. It’s an isometric role playing game where combat takes form of Gwent card game battles. It features a rich story set in the Witcher universe and a beautiful hand-painted graphic style. Originally released for Windows and consoles in the latter half of 2018, it has earned an outstanding 85 meta score.
As Gwent and Thronebreaker were essentially intertwined, the same could be said about the teams working on them. Production of Thronebreaker however was less hectic as instead of regular live updates we delivered internal milestones. The game was ambitious, introducing multiple large world maps (chapters), dialogues, quests, various collectables and upgrades to players cards and a story to rival that of mainline “Witcher” games.
As a UI Programmer I was mostly involved in implementing features in the interface layer, like the world map, the camp, or dialogues. The camp feature has proven to be especially challenging. It was thought to be the focal point of player travels, where they could review status of their army, talk to friendly NPCs, check collectibles and the like. Although the details changed often, the camp itself remained an important point on the journey, where players could always take a repose and prepare for the next challenge ahead.
I have very much enjoyed working on Thronebreaker, which I recognize as one of the smoothest run projects in my career despite a period of tumultuous changes in the leadership. The lack of multiplayer component and a calmer feature delivery schedule significantly diminished the title complexity in terms of implementation as compared to Gwent.
The effort saved on implementation difficulty was reinvested in quality, especially when it comes to visuals and story presentation. Programming team have worked very closely with designers and artists to make sure that Thronebreaker will be unforgettable and stunning experience. In my opinion we have achieved this goal.
As Gwent and Thronebreaker were essentially intertwined, the same could be said about the teams working on them. Production of Thronebreaker however was less hectic as instead of regular live updates we delivered internal milestones. The game was ambitious, introducing multiple large world maps (chapters), dialogues, quests, various collectables and upgrades to players cards and a story to rival that of mainline “Witcher” games.
As a UI Programmer I was mostly involved in implementing features in the interface layer, like the world map, the camp, or dialogues. The camp feature has proven to be especially challenging. It was thought to be the focal point of player travels, where they could review status of their army, talk to friendly NPCs, check collectibles and the like. Although the details changed often, the camp itself remained an important point on the journey, where players could always take a repose and prepare for the next challenge ahead.
I have very much enjoyed working on Thronebreaker, which I recognize as one of the smoothest run projects in my career despite a period of tumultuous changes in the leadership. The lack of multiplayer component and a calmer feature delivery schedule significantly diminished the title complexity in terms of implementation as compared to Gwent.
The effort saved on implementation difficulty was reinvested in quality, especially when it comes to visuals and story presentation. Programming team have worked very closely with designers and artists to make sure that Thronebreaker will be unforgettable and stunning experience. In my opinion we have achieved this goal.