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FACT SHEET


DEVELOPER:


Stephen Warner


Based in West Midlands, United Kingdom


YEARS OF EXPERIENCE:

3.5 years in industry, from 2021

6 years in education from 2014


WEBSITE:


https://stephenwarnergamesdesign.com


https://github.com/SWGamesDeisgn


PRESS / BUSINESS CONTACT:


swgamesdesign@outlook.com


Personal Email: 


swarneruk@yahoo.co.uk



ADDRESS:


Leamington Spa


West Midlands


England




Hello I'm Stephen, a Technical Artist. Though I also like to program things when the oppertunity arrives.


I am skilled in the use of Unity, Unreal Engine, C#, C++, Maya, Mudbox, Substance Painter and Designer, and Adobe Creative Suite. Aside from developing for PC, I have also done work for Android development with mobile and VR.


I have recently graduated from an MSc course in Video Game Development in which I had to rapidly learn C++, use frameworks like Cocos-2DX and OGMO level editor and have also learned how to work with Unreal Engine, C++ and Blueprints.


Before that I gradutated from a BSc(Hons) course in Computer Games Design back in late of 2017. At the time I graduated as an Environment Designer but a while after it was discovered that I was better suited to being a programmer as such I spent half a year polishing and improving my programming skills and knowledge which lead to the MSc course.


On this page are some of my more recent works of which I am happy to show.


If you wish to check out the project that those skills created then do have a look at the Unity Game Demo page. The game is being made for PC and also Android devices. Heres a link to the Github which hosts the currently operational scripts for my game project.


Github                            

Latest demo of my unity project below

Unity Game Demo               

Industry Work with Lab42 Games

Crusader Kings III - Console Edition.

This is Crusader Kings III - Console Edition, specifically the Northern Lords Flavor Pack Feature Breakdown trailer.


I got to work on Crusader Kings III - Console Edition as one of my first projects at Lab42 Games, I was the primary Technical Artist from pre-release to just after Fate of Iberia Expansion had started integration and development at Lab42 and I got to do a variety of tasks but my primary role was to support our UI artists and help them get their designs implemented in the game and to figure out whether specific designs would work well within the engine's limitations.


Since I was spending a lot of time looking at what the engine could do for us when it came to UI implementation, by the time the Royal Court  Expansion was underway for the Console Edition, I essentially became the first port of call if anyone had any questions regarding the game's engine features and also how practical it would be for any changes to be made to support people's ideas.


Over the game's development cycle I probably made adjustments or restructures for most of the UI windows in the Console Edition, whether it was due to previously unknown limitations of the UI system, new design layouts from our UI team or as part of DLC expansion content integration.


I take no credit for the video or the creation of the game's assets, my role was to arrange and adjust UI layouts and figure out how we could make things work and provide support to the development team when required.

Paradox Interactive's trailers playlist for Crusader Kings III - Console Edition

I have worked on and released two other games whilst I was with Lab42 Games however my work on those games was more behind the scenes optimizations and content restorations rather than front and centre UI work.

Non Industry Work:

Breaking bank was a project that was started with the end goal of having a complete game feel, which meant we had a clearer goal in mind than what we had previously attempted to do with modules 3 and 4 on our respective courses.

The team primarily comprised of three programmers, one designer and assistance from one producer.


The lack of artists on our team meant that we had to outsource the required art assets to somewhere else, our designer found that the Synty Studios Polygon Heist pack for Unity & Unreal to be a great fit for our project goal as the pack had almost everything we needed to complete the project art wise, minus UI and some key assets / alterations that we decided / needed to do in order for our game to look as finished as it does.


We had originally planned for local multiplayer play with the game but decided to cut local co-op due to time constraints in favor of polishing our current features and bug fixing.


Find out more about my role in the project here!


Full Gameplay Video

Playable Build


MSc Gamer Camp - Breaking Bank.

MSc Gamer Camp - Impossible Rescue.

A game created by 2019/2020 MSc/MA Gamer Camp Students, including myself during module 2 for our Masters Degree.

More Info on the Masters Work page. Impossible Rescue Download.


The project was inspired by games such as Manic Miner and Impossible Mission, as such it has and emphasis on stealth and avoidance. 


You are Danielle a freelance mercenary and your goal is to rescue the President of The Solar Alliance's daughter who is held captive on Mars by the Imperial Empire of Mars. You will do this by utilizing your drone companion SHADOW.

Solo Projects - Unity Pre-Alpha Gameplay.

Preview of the current pre-alpha state of my unity game project.

More info on the Unity Game Demo page, note the game is made entirely by me, including art and UI assets.