Arminas Lietuvnikas
Game Designer

About

Arminas Lietuvnikas
Game Designer
Welcome, my name is Arminas Lietuvnikas and I am a Games Designer who specialises in creating unique and exciting Gameplay Mechanics. I predominantly use Unity as my main software engine for creating games, however I also have experience working on various systems mechanics in the Unreal Engine as well.
Outside of working on projects, I also like to travel! Connection of Mine is a small game that I worked on which was heavily inspired by my frequent visits to the Lake District and the changes in the environment that I would constantly see after every visit. If you would like to hear more about my work or just want to chat, feel free to send me a message on any of my socials, I always love hearing from similarly passionate people!
SKILLS
Development & Design
Unity
C# Programming
Unreal
Blueprinting
Github
Project Management
Jira
Trello
Miro
Word
Excel
Powerpoint
Editing & UI
Photoshop
Adobe Premiere Pro
Canva
3D Modelling
3ds Max
ZBrush
Maya
Galactium
Team Based / Project Lead
University Project
Info
Galactium: Distant Battles is a 2.5D Bullet Hell Shoot em up which is set in the far reaches of space. You take the role of a galactic warrior pilot who must defeat the invading Sinister Fleet using your quick reflexes & your radical laser guns!
Goals & Targets
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Practice OOP & Design Patterns such as inheritance, polymorphism, and singletons
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Create a custom spline tool
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Practice using DoTween animations
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Utilise Object Pooling for Projectiles and Enemies
Learning Outcomes
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Achieved all of my goals that I had set out
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Learnt how to utilise post-processing for this project
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Created a simple spline tool for myself to seamlessly merge enemies between different spline tracks








Connection of mine
Individual / Project Lead
Ben Dare Game Jam
Info
A casual 3D puzzle experience in which the player takes control of a spiritually lost robot called ‘Alpha-Byte’ who is eager to explore earths various timelines with the help of his inventor. Your sole purpose is to activate each gateway between the timelines by providing some form of power
Goals & Targets
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Refactor and improve some of the code from my predecessor game (Tether Point)
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Practice building and designing natural landscapes using terrain tools
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Attempt to recreate a similar portal frame from the game 'Portal'
Learning Outcomes
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Mostly achieved my outlined goals (I believe that the tether code could have been optimised further by refactoring unnecessary checks)
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I learnt how to utilise LOD's for terrain details in order to improve performance




Tether Point
Team Based / Project Lead
University Project
Info
‘Tether Point’ is a first-person puzzle / platformer game which inherits a lot it’s visual design and art style from the Portal game franchise. As well as this, ‘Tether Point’ also contains some inspiration from the Astroneer game in terms of its tethering mechanics.
Goals & Targets
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Create 'Portal' inspired levels
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Experiment with ray-casting to create unique tether mechanics
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Implement an object pickup mechanic utilising raycasting and modifying the gravity
Learning Outcomes
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A gained a moderate understanding of how to create simple yet engaging levels
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I gained a major understanding of how ray-casting works and how to optimise my usage to enhance performance
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Learnt how to utilise layers in order to prevent certain ray cast collisions.



Darwin SHowdown
Team Based / Project Lead
University Project
Info
Darwin Showdown was one of my first video game creations. It is a simple 2D Dungeon Crawler where you take upon the role of Charles Darwin. It is your primary mission to reach the crystal at the end in order to cleanse the world. You can choose to either kill, ignore, or save the creatures that are in your way. Your choices have consequences!
Goals & Targets
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Learn how to create 2D levels using a Tile Palette
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Create 4 different weapon types with their own unique traits
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Create a variety of different enemy types with unique traits
Learning Outcomes
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Achieved all of my outlined goals
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Gained a basic understanding of how to create 2D levels
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Experimented with unique UI designs
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Basic 2D character movement
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Basic Enemy AI understanding









