LEAD / Head of Game Design

Game Producer

Building and scaling games from concept to production through structured design, analytics, and cross-functional collaboration.
Game design leader with over 12 years of experience developing mobile games across various genres: casual, hypercasual, hypercore, midcore.
Specialized in data-driven design, design improvements and cross-team alignment.

12+ years

Game development experience

7+ years

Analytics & playtesting

CORE Expertise

Lead / head of Game Design

PLAYRIX
GLERA Games

Product Owner / Game Producer

PLAYGENDARY
CREATIVE MOBILE

Head of Analytics

Creative Mobile

Expert Consultant

Flexus
LUB

Career and Experience Progression

Cross-Project Game Consultant
FLEXUS (2024)
Hybrid Casual & Hyper Casual
Acted as design lead and expert advisor across multiple projects, delivering feature development, live and seasonal event design, mentoring junior designers, and supporting key design decisions for revenue-driving titles.
Led redesign of an outdated project, reworking core mechanics and structure to align with current market trends, including adapting a hardcore project for a more casual audience.
Game Design Expert
LUB (2024)
Hybrid Casual & Hyper Core
Served as a lead design specialist, supporting a team with design decision-making, task decomposition, and estimate evaluation, while coordinating specialists and ensuring design alignment with product goals.
Narrative Director & Lead GD
ABYSS (2024)
Hybrid Casual & PC games
Led and mentored junior designers at scale, running regular training sessions, lectures, and practical assignments.
Co-selected game concepts for production, formed teams, and led projects from concept approval through full production cycle.
Provided narrative direction across projects, mentored designers, and contributed to the development of a shared game universe.
Head of Game Design & Narrative
APPZAVR (2023)
Hybrid Casual & Hyper Core
Led redesign of an outdated narrative game concept, adapting it to modern market trends and player expectations.
Defined and owned narrative-driven game direction with complex choice–consequence systems impacting long-term player progression.
Game Desing Consultant
Indie etc. (2022-2023)
Caual, Hybrid Casual, Hyper Casual, Hyper Core
Provided high-level game design consulting for small teams, delivering holistic game analysis, genre fit evaluation, and actionable improvement recommendations.
Helped teams define target audiences and align gameplay, mechanics, and content with player expectations and market demand.
Advised on product positioning, readiness for publisher, and go-to-market considerations, including feature composition and common pitfalls.
Lead Game Designer
GLERA GAMES (2021-2022)
Mahjong
Aligned game design and analytics teams through structured cross-team communication
Built a long-term content backlog and roadmap for a live game in support phase
Mentored designers in documentation standards and production workflows
Team Lead
LIGHTNEER (2021)
Hyper Casual games
Designed and prototyped multiple hyper-casual game concepts in a small, fast-paced team (game designer + developer), preparing projects for publisher testing (Voodoo, Supersonic).
Identified inefficiencies in trend research across teams and инициated the introduction of a dedicated role responsible for market and trend analysis, improving concept relevance and publisher hit rate.
Product Owner & GD
PLAYGENDARY (2020)
Hyper Casual games
Led a cross-functional team to develop a game from initial concept to production
Established internal team communication and task ownership for game designers
Coordinated game design work with other departments
Team Lead & GD
PLAYRIX (2019 -2020)
Casual games
Led a small cross-functional team post-launch, delivering production-ready features for a live game at an early release stage.
Introduced and adapted innovative features based on proven mechanics from other projects, successfully integrating them into an existing product without disrupting core systems.
Worked on feature UX to make new mechanics easier to understand and adopt by players.
Game Designer & PO
CREATIVE MOBILE(2016-2019)
Casual & Hyper Casual games
Designed and shipped core gameplay features and meta systems across multiple live projects.
Owned monetization features and progression systems, including shops, currencies, daily routines, and engagement mechanics.
Designed and implemented mini-games and side activities to increase retention and session depth.
Developed feature concepts based on market trends, competitor analysis, and player behavior insights.
Worked on live feature iteration, balancing, and improvement based on analytics and player feedback.
Head of Analytics
CREATIVE MOBILE(2012-2016)
Casual & Midcore games
Worked across multiple projects simultaneously, adapting roles from analyst to game designer as needed.
Built and maintained game analytics systems, including funnels, dependencies, and event tracking; conducted A/B tests and playtests to drive data-informed decisions and improve key metrics.
Performed deep gameplay and feature analysis to identify metric drops and uncover root causes.
Translated analytical insights into concrete game design and monetization recommendations, supporting product and feature prioritization.
Presented analytical findings internally and externally, supporting cross-team decision-making.
2D artist
EAGLE DYNAMICS(2011 -2012)
PC Simulators
Created terrain, maps, and environment assets for a helicopter flight simulator, including 2D terrain work and 3D vegetation assets.
Worked with real-world simulator setups, integrating visual assets into projection-based environments and physical cockpit systems.

KEY projects

CASUAL city builder, live simmulator

Zoocraft

CRETIVE MOBILE

Analyst and Game Designer
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.
Casual zoo management simulation where players build, expand, and customize their own zoo, breed animals, manage resources, and attract visitors through progression-driven gameplay and live events.
match 3, casual city builder

WILDSCAPES

PLAYRIX

Team Lead & Game Designer
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, and more! Learn about species from all over the world and create the best zoo ever!
Casual renovation game combining match-3 gameplay with narrative progression, where players restore and customize a wildlife park by completing puzzle levels and story-driven tasks.
Racing, multiplayer

NITRO NATION

CRETIVE MOBILE

Analyst & Game Designer
Nitro Nation takes drag and drift racing to the next level with a 3D world full of stunning new customizable cars, unique racing physics, and unlimited in-depth gameplay that guarantees racers an unforgettable experience — all on your mobile device!
Free-to-play drag racing game focused on car collection, deep customization, competitive modes, and performance-based progression.

Working style

How I approach product leadership and game design in practice.
A structured, pragmatic approach to game design leadership focused on clarity, alignment, and long-term product health.
Strategic and hands-on leadership
Balance between high-level product vision and deep involvement in mechanics, systems, and live metrics when required.
Calm execution in complex environments
Effective work within live projects, legacy systems, redesigns, and ambiguous problem spaces.
Data-informed, player-first decision making
Use of analytics, playtests, and market signals to validate design direction without replacing design judgment with raw data.
Cross-functional alignment
Alignment of game design, analytics, production, and development around shared goals and clear priorities.
Scalable design systems
Building documentation, backlogs, and roadmaps that support consistent development and live operations over time.
Market-aware product thinking
Design decisions grounded in audience expectations, genre benchmarks, and real publisher constraints.
Focused on building strong, scalable products — from concept to long-term live operations.

Design Methods & Product Practice

Game Design & Production
Core game design competencies applied across multiple genres and live products
Core Loop Design
Meta Systems Design
Live Ops & Events
Progression & Economy
Feature Prototyping
Retention & Engagement Design
Unity
Configuring Features, Customizing Assets, Creating Levels, Testing
Analytics & Validation
Data-driven validation of product decisions, monetization, and player behavior
AUDIENCE SEGMENTATION
MONETIZATION ANALYSIS
A/B TESTING
PLAYTESTS & QUALITATIVE RESEARCH
Google Analytics
Flurry
SWRVE
Amplitude
Process & Documentation
Structuring collaboration, ownership, and decision-making at scale
Roadmapping & Prioritization
Retrospectives & Postmortems
Ownership & Accountability Mapping
Live Ops Planning Cadence
Cross-Team Sync Rituals
google tools
Jira
Notion
Asana
SLACK
BITRIX24
microsoft office
Visual & UX Tools
High-quality art feedback and visual references to support design clarity and production alignment.
Figma
Canva
Adobe products
Miro
Product & Market Analysis
Turning market signals and competitive data into clear product direction
competitor deconstruction
feature viability assessment
publisher readliness
soft launch evaluation
sensor tower
AppMagic
data.ai
googple play
app store
steam
AI & Creative Support
AI-assisted ideation & rapid iteration
midjourney
ChatGPT
GEMINI
SUNO
voiser

EDUCATION & KNOWLEDGE SHARING

Belarusian State University of Informatics and Radioelectronics (2006-2011)
Нigher Technical Education. Systems Engineer, Specialist in Information Security and Artificial Intelligence.
Belarusian Railways (2010-2011)
Programming using artificial intelligence methods.
Moscow Institute of Physics and Technology (online)
Game Theory Course. Cominatorics and Probability Theory Course.
Conference participation & speaking
Speaker and active participant at major game development conferences and industry events, including WhiteNights, DevGAMM, E3, as well as other regional and international meetups.
Podcasts & professional discussions
Participation in industry podcasts and recorded discussions focused on game design, analytics, production processes, and product strategy.
Continuous professional development
Ongoing self-education through industry literature, research articles, case studies, and short-form professional courses in game design, analytics, leadership, and product management.

Open to Senior / Lead / Head of Game Design roles

Product-focused leadership roles in established teams and large-scale live products.