About Me

- Michael Filipek
- I am currently a student at the Ringling College of Art and Design, and a Junior in their Game Art program. I work hard to one day achieve my dream of working in the game industry!
Atlantis 2: Beyond Atlantis by Cryo Interactive is a point and click game which uses mythologies from various cultures to create an awesome experience. All the puzzles are related to the cultures that they take place in, but because the player
1. Wall Rider - Arm mounted mechanism that allows players to latch onto and travel along walls in straight lines 2. Bio Gun - An organic gun that has to eat to fire projectiles. Depending on its diet it has different
For our final project for our programming class, we were challenged to develop a version of a classic 80's arcade game. After cajoling my teacher, I was allowed to remake Sinistar, an awesome game I only recently learned about, but
Here's a trailer for the level I created for Ringling College of Art and Design's annual Sophomore Spinout game project! It took the entire year to create the car, it's racer, and the level, but it's finally done, at will
Now that our racing levels are chugging along nicely, it is time to think about how to get a player excited. I know one of my favorite arcade racing games growing up was Diddy Kong Racing for the Nintendo 64.
After creating a race car and making a track, we must make a HUD using Unreal Engine 4's HUD making software. Since my car is modeled off of a GAZ-69, I decided to start there, and took at look at the
Progress on the explosive barrel. Mostly worried about the mechanics at the moment. I created a barrel that floats in zero gravity for my space level, with a pulsing green light to make sure players notice! If it is hit lightly
For my racing level, I am planning on making the race-way a sort of magnetic highway that the inhabitants of the space station use for travelling to different asteroids. I'm planning on making a destructible asset that fits with this
After looking at a couple of racing intro sequences, I feel like this short but sweet example from Mario Kart DS's Cheep Cheep Beach map. I think it's pretty cool how they used both of the DS's screens to show off
Here's a short video featuring what I have so far with my mining laser particle. I'll have to revisit it in order to make the area of impact feel more powerful, but it works enough for the blocking in phase. But,
For the racing level I am planning on having mining lasers be one of the main obstacles for players to watch out for. I came up with this idea while I was looking up reference. I want my level to be
I'm going to create a themed racing level in space! After working on an ancient celestial temple, I need to get some sci-fi under my belt, so I will be modeling, texturing, and making lots of fun spacey sci-fi props for
For Programming class we had to create an activate-able falling trap for a 2.5D platformer using Blueprint. It was fun to set up this little guy, and create a little "challenge" which you can see in the video below. Just
In our Game Design II class, we were tasked to design, and eventually build a platformer level. Therefore, I put together a simple map of the layout I would like to create. The player will start out in a risk-free area
The Impossible Game is a fun little platformer created by Grip Games and published by FlukeDude. It first came out on the Xbox 360's marketplace in 2009, which is when I first bought and started playing it. It's been a long while,