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Let’s get acquainted!

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Hello! I’m a game developer with an interest in game design, Unreal Engine, and project management. I enjoy exploring how game ideas are transformed into interactive experiences—from developing game mechanics and creating systems to implementing them in the engine and organizing the development process.

Through my university projects, I’ve had the opportunity to work on games across various genres and take on different roles within a team. I enjoy combining creative thinking, technical skills, and a structured approach to problem-solving to create engaging games.

Why should you choose to work with me?

Game development is a process that requires a blend of creative ideas, technical solutions, and teamwork. To create excellent game mechanics, an interesting concept alone is not enough—it must be designed, implemented, tested, and integrated into the overall gaming experience.

I enjoy working at the intersection of these disciplines. My experience in game design helps me conceptualize gameplay experiences and game systems, while my work with Unreal Engine enables me to turn ideas into functional mechanics.

I also value clear communication and organized teamwork, which help ideas progress from discussion to implementation.

From idea to realization

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1. I begin by studying the game’s concept, its objectives, and the overall player experience it is designed to create. 2. I explore the in-game mechanics, considering how individual elements interact with one another. 3. I use Unreal Engine and Blueprints to implement and integrate game mechanics into a functional prototype. 4. I place great importance on clear task organization and collaboration to help the team move toward a common goal.

Here are a few examples of how I approach game development in practice.

SoulShift


Game Designer · Game Systems Programmer
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Team: 2 members Development: 2 months Engine: UE5 Genre: 2D puzzle gameSoulShift is a puzzle game where a purifying flame attempts to purge an ancient sanctuary of evil spirits. Players guide the flame through interconnected rooms, collect lost souls, and interact with ritual objects to overcome obstacles. The gameplay focuses on spatial puzzles, movement restrictions, and object interaction.

My Role: I contributed to developing a game centered around interconnected mechanics and environment-based puzzles. The project encompassed designing gameplay interactions, defining object behavior, and documenting the game systems. Challenge: The primary development objective was to create compelling puzzles using a constrained set of mechanics while maintaining clarity in their interactions. Players needed to understand how different objects influenced the flame’s movement and use that knowledge to advance through levels of escalating difficulty. Key Solutions: Instead of constantly introducing new mechanics, the design builds new challenges by combining existing interactions. The gameplay is rooted in several interlinked systems: — Ritual objects modify the flame’s behavior and its interaction with the environment. — Environmental obstacles restrict movement and generate spatial challenges. Implementation: The project documentation includes gameplay diagrams, interaction rules, a flowchart of the game cycle, and a user interface diagram. These materials delineate how the player engages with objects, how the game responds to various actions, and the structure of the game’s progression. Consequently, the gameplay blends object manipulation, movement, and puzzle-solving within a single rule set. Outcome: The «SoulShift» interaction-based puzzle system demonstrates how a small set of mechanics can support a broad spectrum of puzzle scenarios, provided their interactions are meticulously designed.

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Rat City


Gameplay Programmer · Game Designer · VFX Artist
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Team: 3 members Development: 4 months Engine: UE5 Genre: 3D Colony Management StrategyRat City is a 3D colony management game set within an underground sewer system. Players develop a rat colony by constructing buildings, managing resources, expanding their territory, and controlling pollution levels. Every decision influences the colony’s development, forcing a balance between growth, resource gathering, and environmental stability.

My Role: I was responsible for programming the core game mechanics and implementing key game systems. My responsibilities included building placement and demolition, camera control, resource management, exploration expeditions, user interface logic, and the player tutorial. I also worked on visual feedback, gameplay balancing, and testing. Challenge: The main challenge was implementing several interdependent systems that would function cohesively to create a unified gaming experience. Construction, resources, population, expeditions, and environmental pollution all needed to interact in a way that players could comprehend and manage the entire process. The game also required intuitive controls and feedback so that players could grasp the consequences of their decisions.

Key Design Decisions

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Several design and implementation decisions have shaped the gameplay experience: — Resource Management: Resources are required to construct buildings, so the colony’s expansion depends on its economy. — Pollution System: As the settlement grows, pollution levels rise, encouraging players to strike a balance between production and environmental protection. — Building Interaction: Different structures provide resource extraction, housing, research, and pollution reduction. — Player Feedback: Interface elements and visual effects reflect changes in the game’s state. — Tutorial System: Step-by-step instructions introduce players to the game mechanics and help them understand the rules.

These systems create interconnected choices rather than isolated actions.

Implementation

I implemented the core game mechanics, including: — Camera movement and controls. — Construction and demolition systems. — Resource gathering and management. — Expedition mechanics. — User interface and tutorial logic. — In-game feedback and visual effects. — I also participated in testing, balancing the economy, and making adjustments to improve the overall gaming experience.

Additionally, I collaborated with the sound designer to select a fitting soundtrack and worked on integrating the game’s visual elements.

Result

The project resulted in the creation of a prototype 3D strategy game where the construction, resource management, research, and environmental pollution systems are interconnected. My contribution demonstrates my experience in implementing game mechanics, integrating systems, developing user interfaces, and working across various areas of game development. The «Rat City» project helped me strengthen my skills in translating game design requirements into functional gameplay while collaborating with a multidisciplinary team.

FireBorn


Gameplay Programmer · Project Manager
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Team: 6 members Development: 9 months Engine: UE5 Genre: First-Person ShooterFireBorn is a dynamic first-person shooter that focuses on aggressive combat, constant movement, and the ability to seize powers from defeated enemies. Players explore a dark fantasy world, battle supernatural creatures, and utilize their enemies' powers to survive increasingly challenging encounters. The core gameplay combines mobility, shooting, and a system of temporary abilities acquired from enemies.

My Roles

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I worked on the FireBorn project as a gameplay programmer and Kanban manager, blending technical development with team coordination.

My primary responsibilities included: player movement, weapon systems, combat abilities, animation logic, interactive environments, and player feedback.

Additionally, I organized task tracking, coordinated weekly team meetings, ensured repository integration, and maintained technical documentation.

Challenges

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One of the main challenges was creating responsive player controls and integrating several combat mechanics into a cohesive gameplay experience. Movement, shooting, abilities, animation, and visual feedback had to work seamlessly without disrupting the fast pace of combat. Simultaneously, the team required a structured workflow to manage tasks, integrate team members' contributions, and adapt to changing development priorities.

Implementation

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Подвесной светильник «YOLKINS»
8 000 ₽
Yuri Gordon, Silence of Presence Carpet, 2025
100 000 ₽
White Metal Tiger
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Фруктница «The bowl fruity»
9 000 ₽
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Igor Gurovich, Art Is Hard Carpet, 2025
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От 50 000 ₽
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От 940 ₽
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60 000 ₽
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2 000 ₽
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Ника Хахаева, Открытка «С нг!», 2026
65 000 ₽
Акрил рефилл | 100 мл | 2 цвета
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8 000 ₽
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100 000 ₽
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Фруктница «The bowl fruity»
9 000 ₽
АRТ № 9. 25 лет журналу WAM
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Ольга Селезнева, «Перекресток на Вознесенском», 2026
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Igor Gurovich, Art Is Hard Carpet, 2025
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Alla Pugacheva
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