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Codierstation

I am

Daniel Patyk

Game Developer & Gameplay Programmer
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Cutout Quadratisch mit Hintergrund.png

I am Daniel René Patyk

and I was born and raised in Hannover, Germany.

In 2016, I successfully passed my Abitur at the Georg-Büchner-Gymnasium (GBG) in Seelze. Afterwards, I absolved a school education at the bib International College Hannover to become a state-certified media computer scientist with focus on Game Development, which I graduated in August 2018 with honors. In June 2021 I graduated with "cum laude" in Game Development at the Hogeschool Westflandern (University of Applied Sciences West Flanders) in short Howest or to be more precise at the DAE (Digital Arts and Entertainment) College in Kortrijk, Belgium.

If you want to know more about me, please contact me via my details at the bottom.

Videospiel-Computer

PORTFOLIO

Yria - Trials of the forsaken

(Unreal Engine 4)

Info: Yria is a game idea created by 3 game artists at the DAE. The pitch presentation about which I became aware of the project can be found below.


Yria is an exploratory game in which you have to find parts of your soul to return to the real world. The soul-parts are located in huge shrines. To reach them you have to use your spirit and overcome various obstacles. You can swing with this spirit through rocky cliffs, slide down steep slopes and manipulate stones in different ways to reach your goal.

Period: approx. 3 months

Engine: Unreal (4.25.3)

IDE: Visual Studio 2019

Programming language: C++

Trailer: Created by me with Premiere

Team:

  • Arne Borremans (Belgian, programmer)

  • Robbe Janssens (Belgian, programmer)

  • Daniel Patyk (German, programmer)

  • Mugur Colin (Romanian artist)

  • Amber Fonteyne (Belgian artist)

  • Nikolas Gärtling (German, Artist)

My job:

Since I had to learn the Engine API at the beginning of the project, I first concentrated on the different ways of moving stones and objects, either by the player or automatically. I also developed a spline-based tool for the artists to speed up the building of the level.  During the development I got to know the API and also the UI interface more. In addition to the integration and fine tuning of the mechanics I also helped with the terrain and level editing to give the mechanics a detailed environment to enjoy for the player.


So my main tasks were: Gameplay programming, tool development and some general programming, level design and building, as well as testing the game for bugs and increasing performance.

Unreal Spline Tool (C++)

Info: This is a tool which allows you to place static meshes or actors along a spline. You can change the spline or adjust parameters and it shows the new state immediately. You can set a minimum and maximum for each axis, in which the random offset is selected.

Period: approx. 1 week
Engine: Unreal (4.25.3)
IDE: Visual Studio 2019
Programming language: C++


Additionally, I plan to sell the tool on the Unreal Marketplace in the future.

Gravensteen Project
(Unity 2020 LTS WebGL)

Info: During my internship at the University of Ghent and the City of Ghent, I worked on several projects of the holistic time machine. Primarily I worked on the Gravensteen project, but also on the Zeppospark project (the new version of the project is not yet on the website). I have also contributed to many of the other projects by giving feedback and fixing bugs.

Inernship period: 02.2021 until 06.2021
Engine: Unity 2019/2020 LTS
Tools: 3DS MAX, Photoshop, Substance Painter, Substance Alchemist
IDE: Visual Studio 2019
Programming language: C#

Collaboration for the reworking of the knight and dragon statue with:

  • Van Looveren Brent (Belgian, Artist)

  • Van Den Bossche Stijn (Belgian, Artist)


My task:

  • Updating the projects to the latest Unity LTS version

  • Refactoring and enhancement of the program code

  • Fixing bugs and other problems in all projects

  • Switching to URP (Universal Render Pipeline)

  • Adding postprocessing

  • Creation and programming of a new UI

  • Remodelling and texturing of the Gravensteen castle

  • Visual overhaul of the projects

  • Creation of shaders if necessary

  • Finetuning and optimisation for WebGL as much as possible

Robots in Mayaland

(Unity 2019)

Info: Robots in Mayaland is a couch-coop game in which you can play with up to 4 players against each other. You start with just a pair of robot legs and you have to try to get the Golden Body with which you are faster than the others. If you have had the Golden Body long enough in one game, you win. However, if you are hit by a trap or a punch of the other players, you will lose your upper body and it will appear at one of the body spawn points to be collected again. Each of the four other abilities is useful for interrupting the player with the Golden Body.

Period: approx. 3 months
Engine: Unity (2019)
IDE: Visual Studio 2019
Programming language: C#
Team:

  • Maxim Van Brabant (Belgian, programmer)

  • Daniel Patyk (German, programmer)

  • Luna Wullaert (Belgian artist)

  • Tristan Theunynck (Belgian artist)

  • Nerud De Zutter (Belgian artist)


My job was:

  • Programming the automatically moving blocks with the fire and arrow traps

  • Programming the body abilities: shooting (red), dashing (purple) and the Golden Body

  • Programming the player number and the ability cool down display below the robots

  • Setting up of the postprocessing and shadow effects

  • Triggering sound and RFX effects


The menu and the other two abilities were done by Maxim and the remaining functionalities were programmed together.


For more information about the project I refer to the itch.io page.

3D Dungeon Generator

(Unity 2020, Paused)

Info: This is a 3D dungeon generator that I created as part of my final paper at the DAE. The aim was to find out if and how 3D dungeons with interesting height variation can be generated.

Project-Period: approx. 2 months

Programming-Period: approx. 2 weeks
Engine: Unity (2020)
IDE: Visual Studio 2019
Programming language: C#

You can find more information in the research paper. And the code is available on the Git repository.
An extension of the functions and an increase in speed is planned.

2D Spacefighter (C++)

Info: This 2D arcade space shooter was created in my second semester at the DAE. The level is generated automatically at each start. The enemies use steering behaviours to attack the player. All sprite animations were created by myself. There are graphics for more weapons, lasers, more planets, galaxies, backgrounds, nebulae and stars. Enough graphics and experience exist to recreate it in a custom engine or Unity.

Period: approx. 1-2 months
Libraries: SDL
IDE: Visual Studio 2017-2019
Programming language: C++

Unreal Sci-Fi Level (Paused)

Info: This is an unfinished sci-fi level. The project is currently on pause. My goal is to use only about 20 models in combination with Unreal's BSP geometry to build the level. These models are also textured exclusively with trim textures.

I created a complex material with a new trim-texture-geomentry, but it is not used by any model yet.

Period: 02.2020 to today, with longer interruptions, paused
Tools: 3DS MAX, Photoshop, Unreal Engine

Mad Max Style Robot

Info: This robots design was based on the Mad Max movies and is based on the basic model from the DAE. After an intensive cleanup of the topology and UV-mapping process in 3DS MAX, I baked the high poly model in Substance Painter onto the low poly model and textured it. Additionally, I rigged the model and luminated it in the Unreal Engine as model for some nice screenshots.

Effective working time: approx. 1 week

Tools: 3DS MAX, Substance Painter, Photoshop, Unreal Engine

Automation board game

Info: Automation is a board game based on the computer game Satisfactory, but due to the complexity of Satisfactory it had to be greatly reduced in size and adapted. Additional elements were also added to give players more interaction possibilities. Also, Satisfactory has no end so far, so I have oriented it based on the end of Factorio where you have to shoot a rocket into space to win.

Tools: Photoshop, Premiere (Trailer)

PORTFOLIO
Leistungsstarker Computer

QUALIFICATION

My software- and programmingskills

Visual Studio

Unity Engine

Unreal Engine

3DS Max

Version Control

Photoshop

Affinity Photo

Substance

Painter

Premiere

++C

++Unreal C 

#Unity C

#C

Java

Beginner

Average

Skilled

Advanced

Expert

QUALIFIKATION

Contact

If you want to contact me, you can send me a message via the contact form or call me directly.
 

Please don't hesitate to contact me.

If you have any questions I would like to answer them.

Please provide your contact details for further consultation.

E-mail: daniel-patyk@gmx.de
Phone: +49 (0) 176 555 28989

Thanks for the message!

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