MY BEST WORKS
The Iron Jest (PC, 2026)
Demo
Roguelite tactical RPG with a comedic tone, built solo in Unreal Engine 5. Robots discover time travel, find a medieval fantasy world, and decide to pose as knights and heroes.
Unlike a prototype, most of the core systems here are built to shipping quality - what remains is content and scale.
What I did:
  • Designed and built the spatial grid-inventory progression system, where each robot's body is a grid and parts have shape and stats.
  • Built turn-based tactical combat with speed-based turn ordering
  • Designed the run structure: dungeon selection, random events, treasure, encounters
  • Wrote the setting, tone and character concepts.
  • Built crafting, meta progression and character upgrade systems.
  • Owned the project end to end and took it from zero to a publisher pitch.
Key systems
Grid inventory • Turn-based combat • Crafting • Meta progression • Enemy archetypes
Role: Producer, Game Designer, Full stack Unreal Engine developer
Depth of Denial (PC/Console, 2026)
Demo
Third person horror shooter game with a thrilling narrative. I built the entire prototype on my own using Unreal Engine, Photopea, Claude code and Fab assets.
What I did:
  • Designed the core gameplay structure.
  • Created narrative and story arc for demo.
  • Owned the project end to end and took it from zero to a publisher pitch.
  • Developed whole prototype from scratch using mostly my own skills and limited resources for visual assets.
Key systems
Melee combat • Shooting • Transformation • Morale • Dialogue
Role: Producer, Game Designer, Full stack Unreal Engine developer
Witnesses of War (PC/Console, 2024-2026)
Demo 1
Demo 2
Stealth survival game with meaningful player choices. My role was building the gameplay foundation through a set of interconnected systems designed to work as one coherent loop.
What I did:
  • Designed the core loop and gameplay structure: raids, survival pressure, risk escalation, and shelter routine.
  • Owned systems design and cross-system balancing: inventory, crafting, stealth, combat, NPC behaviors, and psychological layers.
  • Defined rules, constraints, and parameters to keep systems readable, scalable, and production-friendly.
  • Created design documentation and feature specs to support implementation and iteration.
  • Designed 12 interlocking systems and built 6 of them into a playable prototype in 8 weeks, while employed full-time on another project.
Key systems
Inventory • Crafting • Stealth • Combat • NPC reactions • Survival vitals • Medical • Threatening • Morale • Personality • Dialogue
Role: System Game Designer
DROPKICK RICK (Steam, 2025)
Game trailer
A comedic interactive visual novel focused on timing, delivery, and player-driven pacing. My goal was shipping a complete commercial release with a clean production pipeline, consistent tone, and polished end-user experience.
Shipped to Steam in 6 months, self-published. I directed a Family Guy writer on script, an ex-Marvel comics artist on art, and voice talent across English, Spanish and Russian.
What I did:
  • Led the project end-to-end: planning, scope control, milestone breakdown, and release execution.
  • Owned creative direction: humor tone, scene structure, pacing, and overall player experience consistency.
  • Designed the interactive structure: choice flow, branching logic, replayability beats, and narrative progression rhythm.
  • Managed outsourcing and production workflow: coordinated freelancers, ensured quality, and kept delivery aligned with timelines.
  • Prepared the release package: store-ready assets, launch build readiness, and final polish pass.

Key areas:
  • Production planning • Scope control • Creative direction • Pacing & scene flow • Narrative • Team management • Release preparation • Marketing and PR
Role: Game Director | Producer | Project Lead
KINGDOM OF ANI (2024-2025)
Prototype showcase
Action/Stealth project built in Unreal Engine 5. I worked as a Gameplay Designer and later as Unreal Engine developer, contributing both design and in-engine delivery within a large production pipeline.
What I did:
  • Designed and delivered gameplay mechanics aligned with the project’s core loop.
  • Authored design documentation and feature specs to support cross-team implementation and iteration.
  • Implemented gameplay mechanics directly in UE5 using Blueprints, taking features from design to a playable build.
  • Set up animation integration for mechanics, including state/transition logic and gameplay-to-animation connections.
  • Delivered 2 gameplay mechanics end-to-end and supported production iteration on 3 additional mechanics.
  • Collaborated with a 40+ person team across design, engineering, and art to ship stable, testable builds.
Key areas
  • Gameplay mechanics • Systems design • UE5 Blueprints • Animation setup • Gameplay state logic • In-editor implementation • Feature delivery to playable build • Design documentation • Cross-team collaboration • Production pipeline
Role: Game Designer | Unreal Engine Developer
HYPER-CASUAL & CASUAL MOBILE (2022–2026)
I owned full design scope on these titles: core loops, meta progression, economy,
balancing and monetization. Short cycles, heavy testing, and hard calls about which
builds to scale and which to kill.
— Live-ops & monetization —
Ball Up: Knife Racing, published by Voodoo. 10M+ downloads.
I ran live-ops and monetization on this title, analysed test and analytics data, and
proposed a data-backed restructuring of the game's ad load.
Note: some of those titles are no longer available, but you can still find them by AppMagic or other tracking systems.
Key areas
  • Core loop design • Systems and meta progression • Economy and balancing • Monetization design • Rapid prototyping • Live Ops iterations • Release-ready delivery
Role: Game Designer / Lead Game Designer
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