PC/Console
REPLACED (WIP)
Role: Lead Game Designer
Genre: Action RPG/Platformer
Engine: Unity Engine
Team Size: ~20
Duration: July 2020 - Present
Platform: PC(Steam), Xbox
Role and Responsibilities:
• Created and balanced combat system
• Used BOLT visual programming language for creating different puzzles, side-quests and situations.
• Created level-design patterns for several in-game levels and locations
• Created and implemented AI behavior
• Collaborated with the team to create new gameplay mechanics and features
• Wrote various game design documentation: concept and game design documents, terms of references etc
I Am Future
Role: System Game Designer (contract)
Genre: Casual Survival/Citybuilder
Engine: Unity Engine
Team Size: ~10
Duration: February 2021 - May 2023
Platform: PC (Steam)
Role and Responsibilities:
• Created and balanced combat, and craft systems
• Created in-game economy
• Collaborated with the team to create new gameplay mechanics and features
• Wrote various game design documentation: concept and game design documents, terms of references etc
SKYHILL
Role: Game Designer
Genre: Roguelike\Survival Horror\RPG
Engine: Unity Engine
Team Size: 3
Duration: March 2013 - October 2015
Platform: PC, PS4, Xbox One, Nintendo Switch, IOS, Android
Awards:
Indie Prize Belgrad 2014 — Most Promising Game
Indie Prize Tel-Aviv 2015 — Critic's Choice
Indie Prize Tel-Aviv 2015 — Best Narrative
Dev GAMM! Minsk '15 — Best Indie Game
Dev GAMM! Minsk '15 — Best Game Design
Dev GAMM! Minsk '15 — Best PC Game
Role and Responsibilities:
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Was the main game designer for the project and was in charge of the full range of SKYHILL game design: from balance, combat, craft and economy to narrative design
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Supervised the localization team's work
Mobile/Social
PUZZLE RAIDERS
Role: Senior Game Designer
Genre: Puzzle Battler
Engine: Internal game engine
Team Size: ~40
Duration: November 2018 - April 2020
Platform: IOS, Android
Role and Responsibilities:
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Full development cycle, from pre-production to release of the project
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Created, finalized and integrated several features in project, such as:
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Main player base
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Daily events
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Heroes summoning system
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PvP ratings
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Design and approve concepts (as well as their KPI) and further negotiate them with other developers
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Testing, troubleshooting, fixing
Dungeon Brawlers




Role: Senior Game Designer
Genre: Strategy/Battler
Engine: Internal game engine
Team Size: ~20
Platform: Social
Role and Responsibilities:
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Helped to manage and contribute to live operations tasks, such as updates and patches
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Worked closely with software developers and artists to effectively communicate design goals; created, approved and further implemented various new in-game features
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Balanced game economy and combats for ingame events
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Developed PvE campaign replayability feature with new progression system
Under Control!




Role: Senior Game Designer
Genre: Strategy/Battler
Engine: Internal game engine
Team Size: ~30
Platform: Social
Role and Responsibilities:
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Live operations management of the in-game content with the help of in-house script language
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Created, approved and further implemented various concepts with software developers and artists
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Designed and implemented new “Heroes” feature — late game progression component for users
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Created guides and metrics for events difficulty manual testing
Imperial: War of Tommorow




Role: Senior Game Designer
Genre: 4x Midcore Strategy
Engine: Unity Engine
Team Size: ~20
Platform: IOS, Android
Role and Responsibilities:
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Managed in-game content with the help of in-house script language
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Created, approved and further implemented various concepts with software developers and artists
Heavens




Role: Game Designer
Genre: Match-3 Puzzle RPG
Engine: Internal game engine
Team Size: ~20
Platform: Social
Role and Responsibilities:
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Managed game design team (2 people) which was fully responsible for live operations
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Was in charge of combat AI system and scripted various enemies combat behavior using LUA
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Balanced game economy and combat for various in-game events
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Was in charge of project game design documentation and guides
Notable Achievements:
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Fully reworked the Raids feature (server-wide multiplayer PvE activity). The new version of this feature eliminated critical flaws of the previous realisation. The new system introduced flexibility for customization and allowed our team to use different event specification for different platforms and tune it for needed results.
Knitted Deer
Role: Game Designer
Genre: Endless Runner
Engine: Cocos2d
Team Size: 3
Platform: Social
Role and Responsibilities:
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Designed core-mechanics, enemy AI and obstacle patterns
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Was in charge of project game-design and technical documentation.
