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About
Game designer based in Odesa, Ukraine, working remote. 8+ years in game development, 6+ of them shipping mobile titles.
Designs systems and turns concepts into playable prototypes. Strengths: systems design, concept generation, rapid prototyping.
Also works in 3D graphics — 3D assets and environments for VR, 3D art on a solo-shipped title and on studio prototypes.
Languages: Ukrainian (native), English (Advanced).
- Role
- Game designerSystems, prototyping & core design
- Experience
- 8+ years in gamedev6+ in mobile
- Also
- 3D graphicsartstation.com/sopotstudio
- Based
- Odesa, Ukraine (UTC+2)Remote
- Philosophy
- FAIL.FAST.SCALE.FAST
| Years | Studio | Role | What |
|---|---|---|---|
| 2016 – Feb 2017 | RStyle 3D, Odesa | 3D artist | VR projects. |
| 2017 – 2020 | Independent developer | Built a mobile game solo — design, 3D art and production — and signed a publishing deal with Voodoo. The title is now delisted. | |
| May 2020 – Jun 2021 | Avaza Group, Odesa | Lead game designer | Led design across a 3-designer team, setting documentation and prototyping process. Level design on Fix & Repair. |
| Jun 2021 – Jan 2022 | Again&Again, Odesa | Co-founder & game designer | 3-person studio, formerly Sopot Studio, bootstrapped on prototype deals with Voodoo and Homa Games, paid per prototype accepted for testing. Produced the prototype 3D art personally. Studio closed in January 2022 following the full-scale invasion. |
| Jan 2022 – Jul 2023 | Beresnev Games, remote | Game designer | Owned core mechanics, level design, bosses and the difficulty curve on Monster Demolition. Took concepts from pitch to playable build; generated and pitched new game concepts. |
| Jul 2023 – present | PamPam Studio, remote | Game designer | Four titles: Color Adventure, Survive Squad, Pocket Forts and Alien Horde. Mentors a junior designer. |
- Systems design
- Core loop & meta design
- Rapid prototyping
- Concept development & R&D
- Progression, economy & difficulty balancing
- Level design
- Onboarding & FTUE
- LiveOps & tournaments
- GDD authoring
- Hypothesis design
- A/B testing
- Retention analysis
- Soft-launch evaluation
- GA4 · Firebase · Amplitude
- GameAnalytics · BI dashboards
- SQL (AI-assisted)
- Unity · Unreal · Godot
- Machinations.io · Figma
- Notion · Jira · Google Sheets
- Claude Code · Codex
- AI-assisted prototyping pipeline
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Hypothesis-first mindset
Every mechanic is an assumption until validated by player behavior and retention.
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Fail fast, scale fast
Rapid prototyping and iterative deployment to identify winning loops before over-committing production resources.
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AI as an execution multiplier
100% human-led creative vision and architectural decisions. AI works two ways: as an assistant on manual workload, and as a harness — prototyping and analytics pipelines built around it, so a hypothesis reaches a testable build faster.
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Applied use-cases
AI-assisted prototyping pipeline. Self-serve analytics: SQL against the data, written with Claude Code / Codex, instead of waiting on an analyst.