Lead Game Designer · Game Director

I turn game mechanics into a cohesive experience

Lead Game Designer. Combat, enemies, progression, and first-time player experience — from concept and design rules to a playable build.

6+ years in game developmentDesign team leadershipUnreal Engine 4/5 · UnityPC · Console · VR
MY APPROACH

A game mechanic works when it supports the player fantasy, creates meaningful choices, and clearly changes the state of the world.

Featured cases

Three projects — three sides of my expertise

Selected projects01—04
Additional expertisePost-release · AI · Enemy Design
04 · Horror · PC · Unreal Engine 5

Zoochosis

RoleAI / Enemy Designer

Contributed to post-launch redesigns of enemy behavior, combat encounters, and bosses based on player feedback.

01

Enemies and bosses

Designed combat patterns, states, and behavior logic for five bosses.

02

Post-launch changes

Contributed to three major updates covering the horror system, bosses, and game fixes.

03

Player feedback

Analyzed post-launch feedback and translated recurring player issues into concrete changes to mechanics and enemy behavior.

LOOP · WEBMEnemy and boss designA short gameplay clip shows threat behavior and real-time combat interaction.
5 bossesbehavior and combat patterns
3 updatesmajor post-launch iterations
Post-releaseplayer feedback analysis
View on Steam ↗
Other experience05—06
05 · GAME PROJECT FOR IGN · 2021

Game design and production

Created a browser game: developed the concept, levels, mechanics, and narrative; prepared the roadmap and specifications; managed scope, quality, and client communication.

17 000+players in the first week without marketing
Play ↗
06 · VR NEUROREHABILITATION

Prototyping with clinicians

Designed VR exercises for cognitive rehabilitation, validated hypotheses with medical specialists, and collected improvement metrics.

What I bring to a team

From idea —
to a playable build

I connect creative vision with production reality: define what a mechanic must prove, build a prototype, test it with players, and carry the solution to completion with programmers and artists.

01

Systems design

I connect combat, progression, exploration, and environment into rules players can understand.

02

Combat design

I design risk and reward, enemy states, bosses, and readable feedback.

03

AI and enemies

Behavior Trees, Blackboards, FSMs, group roles, patterns, and combat archetypes.

04

Leadership

I shape the vision, decompose work, and align design, engineering, and art.

05

Prototyping

I validate hypotheses in Unreal Engine and Unity before expensive content production.

06

Player journey

I analyze onboarding, UX, difficulty, and retention through playtests and observation.

Tools and specialization
Unreal Engine 5UnityBlueprintC#GASBehavior TreeBlackboardFSMCombat DesignAI DesignProgressionLevel DesignGDDPlayer JourneyPrototypingPlaytestsJiraGitMiro