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Screenshot 2021-06-16 at 15-19-19 REPLAC

Hello, my name is Aleksandr.

 

I am a game designer with 8+ years of professional experience in social, mobile, and indie game development with passion and love for every kind of game.

Currently working on action-RPG REPLACED as lead designer.

PC/Console

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:

  • 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

  • Supervised the localization team's work

Mobile/Social

Mobile
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:

  • Full development cycle, from pre-production to release of the project

  • Created, finalized and integrated several features in project, such as:

    • Main player base

    • Daily events

    • Heroes summoning system

    • PvP ratings

  • Design and approve concepts (as well as their KPI) and further negotiate them with other developers 

  • Testing, troubleshooting, fixing

Dungeon Brawlers

Role: Senior Game Designer

Genre: Strategy/Battler
Engine: Internal game engine
Team Size: ~20
Platform: Social

Role and Responsibilities:

  • Helped to manage and contribute to live operations tasks, such as updates and patches

  • Worked closely with software developers and artists to effectively communicate design goals; created, approved and further implemented various new in-game features

 

  • Balanced game economy and combats for ingame events

  • 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:

  • Live operations management of the in-game content with the help of in-house script language

  • Created, approved and further implemented various concepts with software developers and artists

  • Designed and implemented new “Heroes” feature — late game progression component for users

  • 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:

  • Managed in-game content with the help of in-house script language

  • 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:

  • Managed game design team (2 people) which was fully responsible for live operations

  • Was in charge of combat AI system and scripted various enemies combat behavior using LUA

  • Balanced game economy and combat for various in-game events

  • Was in charge of project game design documentation and guides

Notable Achievements:

  • 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:

  • Designed core-mechanics, enemy AI and obstacle patterns

  • Was in charge of project game-design and technical documentation.

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