01 — ABOUT ME
I design the rules, then I build them
I develop experimental game mechanics, narrative systems, and playable PC prototypes—from the initial design concept to functional code in Unity, Unreal Engine, and Godot.
My process covers the entire journey—from a genre-breaking idea to a build you can actually play.
02 — MY APPROACH
From experiment to playable
01 / GAME DESIGN
Questioning genre conventions, exploring mechanics, systems, and form through design concepts
02 / CODE
Turning those concepts into working prototypes
03 / PLAYABLE RESULT
Playtesting, refining, and shipping the experiment as a playable PC build
PROJECT 01 | Project: Horse
A narrative puzzle game. The story centers on a girl in a coma and the simulation built for her—along with a virtual companion: a horse.
01 / BRIEF — The Challenge To build a narrative puzzle game centered on a girl in a coma—and the simulation designed to keep her there.
02 / CONCEPT — The Idea A fragile inner world sustained by a virtual companion: a horse. The story explores isolation, memory, and the thin line between care and control—with puzzles that reveal the simulation’s rules.
03 / PROCESS — Design & Development Shaping the experience through narrative structure, puzzle design, and prototyping in Unity—from the initial concept to a playable build.
04 / RESULT — The Outcome A playable PC prototype that communicates the atmosphere and story of the coma simulation—showing how narrative, puzzles, and code converge in a single experiment.
PROJECT 02 | POLAPONG
A single-player Pong where every object has two possible states and constantly switches between them. Collisions between objects in the same state score points; collisions in different states reset the score.
01 / BRIEF — The Challenge To reimagine Pong as a single-player game where every object constantly switches between two states—and where the player must read the rhythm, not just the ball.02 / CONCEPT — The Idea A twist on a classic: collisions between objects in the same state score points, while collisions in different states wipe the score. The game becomes about timing and pattern recognition rather than reflexes alone.03 / PROCESS — Design & Development Reworking Pong’s core loop into a state-matching system—designing the switching rhythm, scoring and reset rules, then prototyping and tuning them in Unity.04 / RESULT — The Outcome A playable single-player Pong prototype where every object has two states and the score lives or dies by matching them—a small, complete experiment in turning a familiar genre inside out.
PROJECT 03 | SNAKERAVE
An alternative Snake game featuring rhythm-game elements. The field is a dance floor. Move to the beat hits and watch out for other people’s feet.
01 / BRIEF — The Challenge To reinvent Snake as a single-player rhythm game—where the classic grid becomes a dance floor and the snake must move to the beat02 / CONCEPT — The Idea An alternative take on Snake infused with rhythm-game elements. The playing field is a dance floor, the music’s impact dictates the pace, and the player must weave through other dancers' feet. It’s about finding the rhythm without tripping over the crowd.03 / PROCESS — Design & Development Blending Snake’s growth-and-collision loop with rhythm mechanics—designing how the beat shapes movement and obstacles, then prototyping and tuning the synchronization in Unity.04 / RESULT — The Outcome A playable single-player prototype that transforms a familiar arcade formula into a rhythmic dance-floor challenge—a complete experiment in merging two genres into one loop.
Let’s create something cool together!
I am open to collaborations with indie studios and creative teams.
I contribute to projects through experimental game design, narrative systems, and programming—bringing ideas to life, from the first concept to a playable build.
CONTACT
eakizimova@edu.hse.ru

































