Ms. Dysphoria's Workshop

Professional Game Developer / Designer / Project Manager

Welcome to my page! Here you can find my portfolio featuring my works and info about me

I'd be defined with the saying: "jack of all trades, master of none". I have a wide variety of interests and experience in so many forms of art including coding. I took up game development as it's the epitome of creativity for me as it encompasses so many branches of art. As I have experience in a wide variety of subjects, I excel at managing projects effectively, overseeing, offering guidance to ensure stability and consistency while filling in the gaps, as well as handling understaffed projects by assuming multiple roles.

Interests: 2D Design, UI Design, 3D Design, Programming (C#), Game Development, 2D Animation, Songwriting, Storywriting, Modding, Project Management, Community ManagementPrograms: Visual Studio, Unity Editor, FL Studio, Mixcraft, Photoshop, Clip Studio Paint, After Effects, Blender, Devx, AssetStudio, UABE, MobaXterm, NaviCat, Wondershare Filmora, ShaderMap, DiscordGenres Worked On: Survival Horror, Puzzle, Social Games


Digital Artwork

Digital drawings made on Clip Studio Paint and refined on Photoshop.My workflow:
Sketching roughly on a paper
Taking photos and transfering to PC
Morphing and arranging on Photoshop
Drawing lineart on Clip Studio Paint
Painting experimentally and randomly

UI Design

Made on Unity with URP. Designed, developed, composed soundtrack and created background maps for the main menu from scratch. Examples shown above are my first 2 attempts at creating functional and graphical user interface.

Logo & Icon Design

Logos made with Clip Studio Paint and Photoshop, animated on After Effects and made into gifs. Besides logos; I also design banners, animated avatars, Discord groups, posts, social media accounts with a thinking outside the box approach.

3D Design & Asset Integration

Hairstyle Design

For 3 years I prepared game-ready hairstyles from meshes I received by morphing, modifying, optimizing, adding blendshapes, transferring weightpaint and refining, fixing UV, handling textures, creating LODs and preparing gradient colormask. Besides modding, I can create hairstyles from scratch as shown from the examples above.

My Workflow For Game-Ready Hairstyles

Build with hair cards or receive the mesh Transform and morph till it fits the character Fix visual artifacts and optimize via reducing poligons while keeping polygons in dynamic parts such as neck, clavicles, shoulders so hairstyle can morph smoothly in animations. For short hairstyles affected by only head vertex group, the whole object can be decimated while longer hairstyles require a more delicate approach to make them morph in animations without visual artifacts. If needed, introducing more edge loops to dynamic parts for a smoother movement. Modify the hair strands as suggested or improvise Merge with character's FBX and Transfer weightpaint Apply several poses to check for deformations in mesh and repaint the parts of weightpaint that cause visual artifacts, and fix by smoothing and painting each individual vertex group affecting, reducing or increasing their influence on each vertex group. If the hairstyle at hand is short, then painting the whole object in red in head vertex group. Prepare a texture or use the texture present and refine if needed on Photoshop 3D setting and make sure it's in grayscale and bright enough to be colored well in-game. Modify the UV map location of cards to improve look Prepare a gradient colormask to make the hair better able to be customized with 3 sets of colors. I use 4 colors while building colormasks: black, red, yellow and green to prevent conflict between color changes. For instance black can fade into red but if one attempted to create a black-to-yellow gradient map, there would be artifacts in coloring because of how RGB works. My colormasks include black-red-yellow and black-green transitions to overcome that problem. If required, I add more uniqueness to coloring by modifying the texture and colormask and assigning some of the strands to different gradients by changing their UV location so the whole hairstyle won't be just black-red-yellow transition from the root to the tip. Prepare a scalp mesh or use the one present to avoid bald spots if needed. Merge the hairstyle and the scalp to prevent bald spots if characters don't have any scalp textures by default. Add the scalp texture to the main texture and UV to make it standalone if needed. Weightpaint in red to ensure it's static. Create blendshapes if the game offers hats and head accessories so no clipping will occur. Create a template or use the one for hats to ensure consistency. Create LODs while ensuring it looks good from afar. Export as FBX and import into Unity Apply shaders if present, add the maps and configure If more maps are needed, prepare on ShaderMap Handle assetbundle naming and extract it via plugin Code to test the assetbundle or use a test object set Playtest and fix any visual artifacts if present Prepare an icon with in-game screenshots or render If alllowed, modify the code to add the new object and encrypt the bundle if required and push the update on MobaXterm if authorized (For online games)

My Workflow For Game-Ready Wearables

While I'm not experienced regarding modelling clothes from scratch, I can modify and prepare game-ready content from clothes available.

Receive the mesh Transform and morph until it fits the character Modify to fit the needs and requirements Fix visual artifacts and optimize via reducing poligons while not decimating polygons in joints so it can morph properly in animations (less polygons for static parts like torso and more polygons for dynamic parts like elbow) Set elements if the game offers multiple color picking or prepare colormask for the same purpose Build or refine already available texture and UV map Prepare itemmask to hide body parts if needed Merge with the character's FBX and transfer weight Change poses and fix any artifacts with weightpaint Set blendshapes if the game offers such customization Export as FBX and import into Unity Apply shaders if present, add maps and configure If more maps are needed, prepare on ShaderMap Handle assetbundle naming and extract it via plugin Code to test the assetbundle or use a test object set Playtest and fix any visual artifacts if present Prepare an icon with in-game screenshots or render If alllowed, modify the code to add the new object and encrypt the bundle if required and update for players on MobaXterm if authorized (For online games)

Prop Design

Besides hairstyles, I also model props. I can use reference images and turn them into 3D. While I'm not capable when it comes to organic modeling, I'm used to hard surface, since I model static objects I do it by any means possible (without being bothered by topology) while ensuring output still has fine looking normals and no visible visual artifacts.

Modding (Draft, Random Stories)

I have a 3 year long modding experience on Unity based games and this is how my journey on game development started. I was modding games with no source codes or project files present and as I can say now; if developing on editor is C#, then modding is the assembly language of it all, raw and architectural. One can read about my experience from the paragraphs below.❈ What Tools I Used To Create Mods
I had to inject games with Bepinex and Melonloader and use Unity Explorer to understand the scene hierarchy and functions and to see the changes I'd make real-time. I used UABE to modify bundles on Notepad++ and to import, AssetStudio to view and export and I used DevX to make more thorough changes in levels, resources and sharedassets. Lastly I used DnSpy to make changes to the codes.
❈ How I Modded
As I tried to figure out how things work, I gained a deeper understanding of assetbundles and how to replicate one (with different CAB IDs and bundle namings) and import objects into already serialized bundles through entering references and IDs manually in YAML and importing on UABE. At the end I figured out everything about how to manipulate bundle files and not break anything at that. For instance, duplicating an audio file in a level file, replacing the audio and changing the duration, manually referencing the audio on audio mixer in YAML to make it work in a scene in-game.
❈ How I Worked On Codes
I used DnSpy on codes and implemented new features while avoiding compiler issues. I learnt about obfuscation and assetbundle encryption and as I learnt, I tried to come up with ways to reverse engineer my way through. I learnt how to deobfuscate and decrypt assetbundles and through that I learnt how to protect codes and assets better.
❈ The Difficulties
As I worked on private servers of a game, asset theft and DDOS were things quite common between them in a heated rivalry to steal away the most valuable asset an online game can have, and that is players.
❈ Attempts To Counter Asset Theft
To counter asset theft I came up with unorthodox methods to prevent that. For instance clothes, hairstyles, assets that work with the character's rig. One of the ways I implemented was spoofing the names of bones defined in FBX and replacing them with different unicode characters that look the same as letters and as a result when an asset was successfully decrypted and stolen by a server owner and added to their game, objects were getting bugged to the ground. I also spoofed the naming for shader parameters and as a result textures didn't work either and no one managed to figure out why.
❈ Countering DDOS
As for DDOS, most of those who resort to that actually don't know anything, they buy scripts or services. Most of the times it's just the same type of attack. Now, I'm not a cybersecurity expert but I tried to use my logic to find the best solution I could find.
Firstly I closed every port except for one
Secondly I added a code at the startup that took the IPs of users from the internet, encrypted them with AES and sent them to the only open port.
Thirdly I wrote an application for the serverside that checked and processed requests. It was essentially an automated whitelister that would allow users into the game server port if they presented a valid request.
Check if the IP is ratelimited
Check if it's proper Base64
Check if it can be decrypted with the key present
Check if the decrypted request is a valid IP address
Check if the request's header IP address matches the decrypted IP address
Ratelimit in any case of failure and in case of success, add the IP to the firewall to allow access.
With this method I thought of, I managed to ensure the servers' stability. While I am aware it's not fullproof, it proved to be a solid way to counter amateur DDOSers as botnets couldn't send a valid request to get access to server ports. There were two ways it could fall, if the whitelist port gets overflooded with SYN flood attacks and if someone reverse engineers the logic and the AES key and writes a custom application that would use proxy servers and through that send valid requests with encrypted IPs matching the header IPs (Secret Handshake). That's how I modded games and introduced server security to both clientside and serverside.❈ Advanced Changes On Scenes
While modding Unity games, I learnt how to do everything outside Unity Editor and I can change scenes without needing that; replacing textures, adding new maps for shaders, duplicating objects, importing new objects, adding audio files, changing camera properties and post-processing, altering lights and building lightmaps on Photoshop, disabling or enabling gameobjects, changing their transform values, assigning new colors to UI elements and buttons' states, shortly modifying every component and gameobject available without needing Unity Editor. I wrote codes to load assetbundles and instantiated them in specific transformation values in scenes upon scene load.
To be edited and continued

2D Map Design

Done with Universal Renderer Pipeline on Unity Editor. Sprites taken from real life photos; I made them transparent, modified and refined on Photoshop, placed in a 3D environment, added in 2D URP lighting and made it all seamlessly looking in a parallax setting.I compliment my maps with my own built shaders, particle effects and coroutines for special effects (i.e. lightning, light flickering, transformation).

Composition

I've been mainly using FL Studio for the last 12 years. I use MIDI keyboard and most of the times piano roll to compose with VST plugins and effects. I am used to a wide variety of genres and can compose anything.
(I.E medieval, electronic, classical, rock, new age etc.)

2D Animation

I'm a beginner when it comes to animation. I can design characters into several parts and can animate them with puppet animation on After Effects. While I can't do any complex animations, I can do basic movesets, create spritesheet and use them on Unity Editor.

Discord Design & Management

When it comes to Discord, I'm used to creating and designing groups. I do that by making use of all types of markdowns and syntax blocks, creating custom embeds, designing animated icons and banners, using custom unicode characters, creating custom multiblock emojis and stickers. I can also set up bots, code bots with WPF (only C#), configure automod and ensure servers' safety. I also have experience regarding Discord Rich Presence and I can design and integrate it into games.

Categories & Channels

Embeds

Highlighting

Bots

A Discord bot I created using WPF form and C#. It's capable of sending messages in groups, sending and receiving direct messages, joining audio channels and talking via turning text into speech, streaming audio files, answering users' messages with ChatGPT and according to custom prompts. (Unfinished)

Game Development

As a solo indie game developer, I am used to doing everything by myself: the footage as an example shows the survival horror game project I've been working on.+ To be continued

Project Management (Draft)

I worked on several social games. I was involved in administration, development, design and management.(Titles aren't provided to prevent biases or assumptions and to maintain a level of professional discretion)

Creator Management

I oversaw groups of designers/modders, wrote guides and guidelines, carried out quality checks and refined assets when needed, made sure the end result was refined and consistent with the other in-game assets present, and lastly integrated the assets into the games as well as wrote announcements and prepared previews. When it comes to assets, I believe diversity is the best asset a game can offer.

Staff Management

I was also involved in recruiting and evaluating staff members: I made sure the manner of speech and behavior was fitting and also made sure there was no misconduct of any sorts as staff members represent project's stability and credibility. I believe a good front is a must to ensure a brand's success.

Administration & Order

I've read and answered to thousands of tickets regarding technical support and also answered to tickets regarding personal matters in which I investigated and acted as the judge. When it comes to order, I believe that written rules define the jurisdiction of administration and for that reason they must be written down diligently and without leaving a loophole and they must be seen and be followed by everyone in the hierarchy without any exceptions. Law and order ensures a project's stability and any unlawful and unjust act would only defile the brand's name. Also when it comes to law, I align with retributive justice, I'm in favor of Immanuel Kant's views and my favorite saying is "Ignorantia juris non excusat"

Placeholder

To be added

Placeholder

To be added

The works on this page are licensed under CC BY-NC-ND 4.0