Anatoly Voevodin

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HTML5 Game Developer

Experience

ANV Games april 2019 - present
Own HTML5 game projects. Wait for releases soon... :)

101 XP Full Stack HTML5 Game Developer april 2019 - January 2020 (9 months)
Maintaining Crazy Jump game project on Facebook Instant Games and Yandex.Games using variety of tools, libs and technologies: BabylonJS, TypeScript, VueJS, NodeJS, MongoDB and more.

2Bob HTML5 Game Developer february 2017 - april 2019 (2 years 2 months)
In 2017 we migrated from Flash to HTML5 and created games with PixiJS, Phaser, BabylonJS, Three.JS, NodeJS, MongoDB etc. At the same time we developed internal services for games (like admin panels) with VueJS, React, Bootstrap.

Don't hesitate to write us about any HTML5 game projects that you need to have done! Facebook Instant Games, Playable ads, social network games etc.
We have a porfolio where you may see some of our own and outsourcing projects and contact us - check it out.

Speak With A Geek HTML5 Game Developer June 2018 - July 2018 (1 month)
Worked in a team of 3 people on a project from scratch. I had responsibilities to choose technologies to use, coding conventions. Coded libraries for later use and partially client side itself.

Eva LLC HTML5 Game Developer september 2017 - June 2018 (9 months)
Got a lot of experience while working with nice people in this great company, building not only game projects but web services for sustaining them! Here I found out about a lot of new features in Web Development!

Maintained match 3 projects (fb, vk, ok social networks) and internal company services (match 3 editors, dashboards etc). Had a lot of interesting tasks, like migrating an existing game from CreateJS to PixiJS.

Used PixiJS, CreateJS, VueJS, CoffeeScript, Meteor, Webpack, Handlebars, Backbone.js, PIXI Spine, async, underscore, FB VK OK APIs etc.

Enixan Entertainment Flash Developer august 2016 - february 2017 (6 months)
Here I got my first experience working in a company with another programmers, game designers, testers etc. Sustained and developed new features in match 3 flash game for different social networks.

2Bob Flash Developer, 2D Artist, back-end (php + mysql) developer november 2012 - july 2016 (3 years 9 months)
We started developing games while we were studying at an university and still do it. In 2016 (after completing a bachelor's degree) we stopped developing own projects (in favor of working in companies) for a while, but in 2017 we decided to migrate from Flash to HTML5 and started all over again (doing both working for companies and developing own projects).

Zaporizhzhya National University Faculty of Mathematics, Applied Mathematics master's degree, 2011-2016
Defended the master's qualification work on triangulation: "Development of Algorithm and Program for Automatic Generation and Improvement of Finite-Element Meshes".


Nowadays I create games on JS with PIXI and similar frameworks. In past had a significant experience in developing flash games on ActionScript 3.0. Released several game projects which you can see below.

Also have an experience with "front-end libraries" like React, Bootstrap and so forth developing admin-panels for the games and sometimes web-sites.

Ocean

Info:

august 2017, puzzle

Story:

«Since ancient times evil sharks occupied the settlements of civilians and nobody could help... until now! Heroes from all over the ocean gather together to get into each occupied settlement and drive away evil sharks!».

Development:

It was my first HTML5 released game. I always wanted to create my own match-3 project because all this kind of games had same mechanics and I wanted to create something special. Creating rubbish - it's not about me, so something that I had to do (partly mixed with another popular game):

- getting rid of collecting 3 tiles at a row/col on the field and implementing creating "snake" with next to tiles with same color instead. This way allows to collect from 3 up to 20 tiles at a time;

- we want to collect tiles to: 1) break obstacles; 2) give power to heroes on the field for attacking sharks; 3) to get target-things of a level;

- when we collected enough tiles of a particular hero he throws a special-super-powerful-mega-tile on the field;

- heroes need to be more powerful in order to increase their damage and capabilities of special tiles.

This game, I think, was the most interesting in terms of development. Earlier I worked with already familiar stack (Flash AS3 + PHP + MySQL) but here I had to migrate to PixiJS + NodeJS + MongoDB (and a lot of another interesting libraries + written by me) that significantly broadened my knowledge about HTML5 development. Also I came up with a new way of organizing and working with a game content, which works just awesome! It includes really flexible settings of any items, proposals, discounts and other entites.

Available in Russian, Ukrainian and English languages. Easy to add another languages, all that's left is to find relevant audience for them :)

Used:

- PixiJS as a graphics renderer;

- Pixi Particles as a partical system;

- HowlerJS for sounds;

- RequireJS for code organization and obfuscation; (not used anymore)

- Webpack for code organization and obfuscation;

- Babel in webpack for great new JS features that isn't released yet and not caring about cross-browser compatibilities;

- Spritesmith in webpack for automatically creating sprite atlases;

- TweenLite (with BezierPlugin for "alive" tiles);

- MomentJS - awesome library for time and dates;

- Socket.IO for the communication with the server;

- NodeJS as the back-end;

- MongoDB;

- own library for localization;

- own library over Pixi Loader which provides easy way for getting game assets "on the run", including sub-textures from sprite atlases;

- VK API.

A player's review

Laborer

Info:

may 2015, platformer

Plot:

«An angry worker who was obviously underestimated at work started destroying boxes with various guns instead of loading them».

Development:

In this game I acted as a "one man band": client side, server side, databases, social network APIs, drawing UI (guns, maps, clothes etc. were drawn by a colleague). As a result we got a quite huge game with following things:

- customization of the appearance of the player (head, torso, legs, feet);

- each thing changes the appearance and also gives the player certain improvements (% to damage for different types of weapons, run speed, double jump, etc.);

- crafting hats for resources;

- several categories of weapons and "Cans" which act like boosters during the game;

- multiplayer mode. 2, 3 or 4 players fight for the largest number of destroyed boxes in real time;

- clan system with improving clan skills;

- three game modes: destroying boxes, avoiding boxes and a separate mode for clans - "Work".

Used:

- ActionScript 3.0 as the client side;

- Adobe Flash IDE for drawing;

- FlashDevelop as a code editor;

- PHP as the server side (XML data exchange);

- physics Box2D;

- MySQL database ("Laborer" had a much complex DB structure than in other my games so here I got a Level UP :) );

- multiplayer mode on NodeJS (JSON data exchange);

- VK API, OK API.

A player's review on first "Loader" version. A lot of things aren't present but main idea is clear.

Newer review but still not newest by the same author.

Rebel

Info:

january 2015, platformer, Tower Defense

Plot:

«In a dilapidated military world, a player must defend himself against zombies who try to break into his shelter».

Development:

Here my task was to code server side, design the structure of the database, connect all these with client side and social networks VK and OK. Tasks were familiar for me so here I tried to do same things with a different approach. It helped me to reach:

- more clear and structured code on the server side;

- more efficient database structures.

Used:

- PHP as the server side;

- MySQL database;

- VK API, OK API.

A player's video.

Tower

Info:

february 2014, platformer, Tower Defense

Plot:

«Archer desperately tries to protect his tower from monsters.».

Development:

Here I had the same tasks as I had in Rebel game, but here I also coded the main game menu. This project was first for me where I coded a game cooperating with another programmer (who coded the gameplay itself).

Used:

- ActionScript 3.0 on the client side;

- Adobe Flash IDE for drawing and compiling the code;

- FlashDevelop as a code editor;

- PHP as a server side;

- MySQL database;

- VK API, OK API.

A player's video.

Zombak

Info:

december 2013, tamagotchi

Plot:

«A player has his own zombie! It was just infected and now the player has to ensure that his "Zombak" is growing in correсt zombie-direction!»

Development:

I had to code all those things that had to be coded :) Client side, server side, databases, social networks etc. UI was drawn by my colleague. This is THE game where I realised all complexity of working with databases in terms of its difficult structure for this kind of games. Also we implemented a clan system which made all work both hard and interesting at a time. It was the first time when I had a deal with clan systems so I encountered a lot of troubles which didn't get into my next projects anymore. A lot of things were learnt on a client side as well, especially event-system because of repetitive asynchronious queries. Also I remember how hard at that time it was for me to work with social networks APIs for publishing results in feeds, but there is a first time for everything :)

Used:

- ActionScript 3.0 on the client side;

- Adobe Flash IDE for drawing and compiling the code;

- FlashDevelop as a code editor;

- PHP as a server side;

- MySQL database;

- VK API, OK API.

A player's video.

Zombie Stream

Info:

march 2013, Top Down Shooter

Plot:

«A guy protects his shelter from bloodthirsty zombies with guns and skills.».

Development:

My the very first game. It was that time when I just caught on with the idea of developing games for social networks. Actually before that moment I also was interested in drawing cartoons, developing sites, and creating another simple games on GameMaker without coding. It can't be compared with the Zombie Stream because the latter required me to have much more knowledge than I had at that time. The project taught me not only about fundamental things in coding but also about creating a project from A to Z, from idea to getting featured in the catalogs of social networks.

- created multiplayer mode where 2 players can protect a house together;

- a player can buy new guns in order to take particular of them on the "battlefield";

- there are 4 skills which we can improve (also we can buy them in a shop);

- increasing max health of the house and a player itself;

- adjusting difficulty before a game start.

Used:

- ActionScript 3.0 on the client side;

- Adobe Flash IDE for drawing and compiling the code;

- FlashDevelop as a code editor;

- PHP as a server side;

- MySQL database;

- Union Platform for multiplayer mode;

- VK API, OK API.

A player's video (unfortunately I haven't found better quality)