About me
Experienced Game designer
I can take your game to the next level!
But I can also create a potentially hit game from scratch, just give me the development team!
Highly analytical, motivated and capable mobile game designer with an eye for current trends, innovation and new technologies. Experience in game development across all genres and a strong desire to utilize my skills in game design, analytics, and narrative to create high-impact and hit games for my future employer!
>10 years in the gaming industry
Experience in casual, hyper-casual, midcore, and even hardcore games!
4 years in analytics
Playtesting and building analytics systems. Complex data structures analysis. SQL databases.
fantasy Writer
I write novels professionally and bring writing experience to the narrative.
skills & positions
Experience
Education
I am constantly upgrading my skills, studying articles, books and short courses on topics in game design, management and related fields.
Game design
- Game creating from scratch to release, data-led mobile game design
- Innovative development (combining incompatible, unique mechanics, merging and separation of mechanics), search and creation of unique distinctive mechanics, modification of existing
- Records of documentation, compilation of algorithms, block diagrams, core loops and diagrams of screens
- Development of a monetization model, game setting, basic mechanics, game logic, fitting all components to create a complete gameplay, and thinking over the details
- UI and UX development at the level of the game designer, scripts transition between screens
- Development of features in a given setting and mechanics, their description and debugging
- Work with the game balance and on its actualization (I am not a game economist but balance is not a problem for me)
- Game design evaluation games at the stage of alpha and beta (mostly when working with the publishing department)
- Predicting the performance of the game (injection, monetization) before its release to the market
- Constant updating of information about gaming trends and principles, interest in new developments and mechanics in the game industry
- Worked with top publishers (Voodoo and SuperSonic)
Analytics
- Ability to work with and monitor large amounts of data on different projects
- Comparative analysis and analysis of the market/competitors
- Conduct tests play, AB test, test marketing
- Analysis of game launch results and improve performance based on analytical data and players feedback
- Analysis of events, preparation of the deeper structures such as the funnels, segments
- In-depth analysis of the game and the development proposals to improve the gameplay and monetization
Leading
- Managing team resources, conducting meetings, estimating and planning work, developing and approving concepts
- Development of a system of owners of features (selection of the best task for each specialist, distribution of responsibilities between directions, appointment of leading specialists in the development areas)
- Assistance at all stages of development, partial replacement of specialists (relevant especially for small teams, where the roles are quite floating)
- Creating a structure for meetings and information channels within the game design department and for synchronization with other departments in a large company where communication between departments was a problem
- Buffer between top management and developers, presentation and explanation of management’s wishes to other specialists
- Experience and self-education in the field of brainstorming
- Mentoring different specialists
Narrative and other areas
- I know how to create storytelling! I write books and publish online quite successfully.
- AI engineer, as it is called now. In other words, I work heavily with AI and use neural networks in many stages of development (ideation, narrative, art and so on)
- Support for the game from the sides like: art, marketing, narrative.
- As a game designer in super small teams: partially performed the role of an artist (working with assets in Unity and Photoshop), the role of a level designer (working with Unity directly and other level design programs), recording and mixing video for CPI tests, writing marketing materials for the market
- Attended many courses and conferences (psychology, communications, game design, game logic, analytics, visual, UI, art)
- Education as a programmer, I speak with specialists in their language and can very accurately evaluate the estimation of tasks
Tools
main tools
Unity
Customizing Assets, Creating Levels, Testing
Slack
Advanced user, Using extensions
Microsoft Office
Familiar with the entire product line
Google tools
Active user of many services
Tasks and Documentation
Jira
Asana
Notion
Analytics
Google Analytics
Flurry
SWRVE
Amplitude
sOCIALmOOV
others
Figma
Convenient!
C++
My favorite, but I'm familiar with many languages
Adobe products
Experienced user of core products, professional retoucher
My projects
Game designer
Zoocraft
More than 3 years of work on this project. Almost every feature has passed through my hands during this time. I was mainly responsible for MONETIZATION in the game, SOCIAL direction, INNOVATIONS and mini-games.
The most notable features of my authorship are:
- 5-in-1 object merging (saving game performance)
- Oceanarium (saving performance and space)
- Mini-games for taking care of the zoo (daily routine)
- Nursery (daily routine)
- Pearls (engaging non-paying players)
- Curiosity Shop and rubies (increase average check)
- Walking decorations (increase average check)
- Filmmaker (advertising as entertainment)
- Quiz (loyalty increase)
- Visiting Friends Zoos and Finding (socialization)
Just Zoo it! Build your own unique zoo, exhibit more than 200 creatures, breed cute animal babies and discover new species by making genetic experiments.
Team Lead & Game Designer
Wildscapes
Under my leadership was a mini team with a full stack of developers capable of producing a finished product. At that time the game was at an early stage after release, so my team and a few others were busy filling the game with old, tried-and-true features from other projects. I came to the project as not just a TEAM LEAD, but as a game designer - INNOVATOR. The task of implementing innovations in adapted features without major changes was not easy, but I managed it.
Ways I've used to do it:
- Developing an adapted interface based on current research from large companies that are UI/UIX experts
- "Tricky" surveys of the target audience when choosing metaphors for adapted features, which allowed to get the necessary information without revealing the essence of the feature
- New metaphors for the selected feature were selected in such a way that they were not only visually appealing, suitable in meaning and compliant with the requirements of the feature, but also allowed to learn something new, increase erudition and/or surprise players (for example, everyone knows bananas, but only few people have seen them blossom)
Welcome to Wildscapes – the new hit in the Scapes™ series by Playrix! Create your dream zoo with dozens of adorable animals by solving colorful puzzles!
Build spacious enclosures for animals and make your zoo visitor-friendly with cafes, fountains, playgrounds, hangout spots, and more! Learn about species from all over the world and create the best zoo ever! Ready for a wild ride? Then hop on!
Analyst & Game Designer
Nitro Nation
I've been working with this project for a long time in different roles. From the very beginning of development I was involved in GAME ANALYTICS and PLAYTESTS. I'm most proud of a massive research, where the analytics department under my supervision managed to increase profits for the game by 30% by conducting AB-tests using SWRVE.
When I moved to the position of GAME DESIGNER, I helped in the development of some features and also worked on the creation of Nitro Nation 2.0 concepts in accordance with current trends, players' wishes and on the basis of deep analysis of the current version of the game and its main competitors.
My tasks on the project in the role of an analyst:
- Creating an extensive analytics system including dependencies and queues (such as funnels)
- Tracking metrics and informing developers in a timely manner if action needs to be taken (and what action it should be)
- Deep and superficial analysis of gameplay and all features or decisions in the game
- Investigating mysterious data and finding out the causes
- Making game design suggestions to fix the metrics
- Presenting the game at conferences
Just Zoo it! Build your own unique zoo, exhibit more than 200 creatures, breed cute animal babies and discover new species by making genetic experiments.
Mahjong treasure quest
puzzle, board game
Lead Game Designer
New adventures of the young sorceress Sophie and her loyal friend, the talking cat Oliver! Together they set off on an exciting journey to the levitating isles of the Magic World and Mahjong levels.
Drag Racing
racing
Analyst and Game Designer
Drag Racing is the classic nitro fuelled racing game for Android!
Pocket Tower
puzzle, board game
Game Analyst
Create the skyscraper of your dream! Start building and get rich! Build new floors, start businesses, hire workers, invite visitors, trade, chat and compete! Take on fun challenges to shape your business empire.
Cyberline Racing
racing, survival
Game Analyst
It’s 2086. The world has been brought to its knees by the greed of humankind. The political and economic breakdown has forged a path of violence and outlaws rule the world. The world now idolizes MOTORHEART, a heartless racer, who runs a breathtaking show – a race-to-the-death.
Secret Seeker
hyper casual
Product Owner and Game Designer
Catch people in intimate situations to find their dirty secrets. Train this way your attention and develop your imagination.
Last Inua
platformer, adventure
Producer and Analyst
Last Inua is an immersive and emotional, award winning 2D platform adventure game developed by Glowforth. Last Inua tells the tale of an Inuit family’s fight for survival against a fearsome demon and the harsh elements of the mythical Arctic.