lang-uk/recruitment-dataset-candidate-profiles-english huggingface dataset:
Position: Legal/Visa Advisor
Category: Other
Experience: 4 years | English: fluent

•Successful preparation and submission of more than 60 H-1b petitions to USCIS yearly;
•Effective overseeing and leading of approximately 15-20 H-1b cases, 10-15 employment-based green card cases and other visa processes based on the requests from the company simultaneously;
•Providing constant competent assistance and consulting to the company’s employees and candidates regarding immigration and employment questions;
•Have trained and now mentoring two junior members of the team.
•More than 4 years of experience in US immigration procedures;
•Experience of working in international IT Consulting company headquartered in Chicago;
•Excellent communication and interpersonal skills;
•Experience in execution of management requirements and sustaining ongoing customer relationships;
•Ability to train and motivate teammates, liaise with managerial officials and synchronize operations with clients and immigration attorneys;
•Proven ability to multi-task while meeting deadlines and talent to work in stressful situations and under pressure;
•High command of oral and written English and Russian;
•MA in the English language.
Career growth and professional advancement
Competitive salary
Open and trusted teamwork
Position: Legendary Mad Superior Indie Chief Tech Lead Senior Game Developer
Category: Unity
Experience: 11 years | English: upper

I am proud of the "Deuterium Wars" project on which we have been working hard for 4 years as a small independent team. It was a free-to-play rapid MMO 2D shooter with RPG elements.
Unfortunately, the project was closed, but working on it brought tremendous pleasure and experience.
The project has also earned many worthy awards.
Games and Game Engines Developer, Render Engineer, Architect, Team Lead, Tech Lead, CTO.
I have over 13 years of game development experience. During that time, I took part in the development of a fairly large number of computer games, various modules, editors, and game utilities.
- Gamedev only
- Remote work (or an office within walking distance), no relocation
- Serious game genres - RPG, RTS, Action, Shooters, etc.
- Preferably a desktop or console platform (in some cases, for interesting projects I will also consider a mobile platform)
- Positions more focused on complex development, rather than management
- Motivated teams that consider game development more like some kind of creative art rather than a way to create tricky money extortion tools
Position: Level Artist
Category: Artist
Experience: 2 years | English: upper


I am a Unreal Engine Artist. I can create high quality 3D render images, integrate any assets, materials and shaders to get a beautiful output image. Familiar with game engines. My tasks were: creating 3D locations in Unreal Engine, creating blueprints
for interactive scene elements, "cooking" assembly for export to Aximmetry and Vmix, rendering of cinematics in Unreal Engine, editing object topology, editing and creating new shaders and materials, setting stage lighting.
Position: Level Artist
Category: Unity
Experience: 2 years | English: intermediate


I'm a Level Artist based in Ukraine. 

My focus area for the past time has been working in gamedev like a level designer, but I'm also skilled in 3D modeling. 
Before getting into gamedev I work in the video industry, VFX, and Motion Design 

Created gameplay and trailer locations. Edit materials and particles. Design constructor for blocking.

Edited and optimized assets for different projects. Took an active part in the technical side of projects, generated lots of ideas that were implemented.
Position: Level Artist
Category: Unity
Experience: 2 years | English: fluent

Participated in the creation of 3D graphics for the Ukrainian-Polish documentary film "Healing from Cancer - Elecampane."
Worked as a 3D artist and Video designer at FC "Karpaty Lviv TV" from 2005 to 2008.
Contributed to the production of Ukrainian-Polish films "Lviv Heritage of Generations" and "Castles of the Golden Horseshoe" about Lviv's ancient architecture.
In collaboration with Lviv Picture Gallery from 2010 to 2012, developed a 3D replica of the "Italian Courtyard," the royal chambers of King Jan Sobieski, as one of the early pseudo VR tours before PBR technology was introduced.
Qualified 3D artist with over 20 years of experience in creating 3D models, textures, and animations, 3d Environment. Expertise in 3D modeling software such as 3ds Max, Zbrush, Substance Painter, Marvelous Designer, Speed Tree, Agisoft, Meshroom, UE 4,5 and others. 

Professional Skills:

• Proficiency in 3D modeling software: 3ds Max, Zbrush, Substance Painter, Marvelous Designer, Speed Tree, Agisoft, Meshroom, UE.

• Understanding the fundamentals of animation and ability to create moving objects and transfer them into virtual space.

• Knowledge of photography basics, visual effects, and post-production in Adobe After Effects and Adobe Premiere, Unreal Engine 5.

• Several years of experience in television, thus understanding the editing process, sound mixing, and video, and how it creates atmosphere and conveys key emotions.

• Experience in Photogrammetry and creating 3D scans from photo images, as well as retopology of 3D scans and remapping for creating PBR models for Virtual Reality in Unreal Engine 5.

• Experience in photorealistic rendering with Real Time Render.

• Mastery of texture mapping and retopology software, such as UV Layout, Substance Painter, Marmoset etc.

• Understanding the basics of computer graphics at the level of signs and symbols in metaphorical perceptual spaces.


3D Artist, Level Designer – "Rare Beauty" Louis Vuitton, NY City, USA (2022-2023):
• Creation of 3D models and level design for various locations in virtual reality, textures, and animations.
• 3D scanning and photogrammetry, VFX, and cinematic video creation using Unreal Engine 5, After Effects, Adobe Premiere.
• Working with software: 3ds Max, Zbrush, Substance Painter, Unreal Engine 5, Marvelous Designer, Adobe After Effects, Speed Tree, Agisoft, Meshroom.
Achievement:  Virtual reality shops Tour. PBR


3D Artist, 3D Visualizer, "1.618 ArchViz Studio", Lviv, Ukraine (2020-2022):
• Creation of 3D models and animations for promotional videos.
• Development of exteriors and interiors for ArchViz using 3ds Max, Unreal Engine 5.
• Working with software: 3ds Max, Zbrush, Substance Painter, Unreal Engine 4, 5, Marvelous Designer, Adobe After Effects, Speed Tree, Agisoft, Meshroom.
Achievement: First Virtual reality architexture Tour with AI. PBR
Level design, Virual reality, 3d modeling, 3d Animation
Position: Level Artist / CG Generalist
Category: Artist
Experience: 1.5 years | English: fluent


3 years of previous experience working in IT/gamedev as a Concept Artist (as part of Snapchat, Murka, Phosphor Games, WEAR Studio etc.) as well as 3D Generalist and Lighting Artist within Naos.Band, a CGI-oriented brand. Understanding of game development pipelines and experience working with international clients and large-scale projects creating AR/VR experiences and video games; 2 years of experience with Unreal Engine 5.
Position: Level Artist, Level Designer, Environment Artist
Category: Artist
Experience: 2.5 years | English: upper


I started my career in the gaming industry as a simple player, mostly starting with shooters, as this genre is the closest to me, and I play everything in the first person. My favorite games are Dishonored, BioShock, Half-Life 2, Doom, Far Cry. I started to delve into technical things and understand engines thanks to Half-Life 2. A friend showed me that i can create my own levels for this game using the Source Engine, Valve's internal editor, Valve Hammer Editor. I didn't do much in this engine, but in general I just made scenes from bsp-geometry and ready-made props. After that, starting in 2017, I started mastering Unreal Engine 4, using the same principle, learning the basic functionality and interface. Then I started making my own scenes in this engine, also from ready-made props and materials that are freely available. I developed myself by small steps in level art. In 2018, after playing Far Cry 5, I found out that there is a map editor for this game called Far Cry Arcade, a closed Ubisoft engine based on the Cry Engine, which they called Dunia Engine. Since then, I've been releasing maps that I made in this editor from time to time, and at the moment I've posted 20 maps, each of which has good feedback from players. In 2020, I managed to work as a game tester for Ubisoft on the project Watch Dogs: Legion. But I realized that this was not my thing, I was more interested in the artistic direction than the technical one. After that, I was hired by Volmi Games as a Level Artist. In this company, I managed to work on two projects: Shutterline, a pvp-pve shooter, and Warno, a Real-Time Strategy game. During this time, while working in this company, I started to study 3D-modeling, which I have been doing since March 2021, approximately. I want to develop in level art, or at least model some props. But, of course, I am most interested in creating levels and making them immersive.

Junior Game Tester at Ubisoft, 3 month.
Level Artist at Volmi Games, 1.7 years.
3D Artist at GSC Game World, 2 month.
Position: Level Design
Category: Unity
Experience: 1 years | English: upper

Skills & Abilities:

Level Design (Designing gameplay of the levels, Concepting levels, creating blockout, white boxes, and final levels, selecting references)
Unreal Engine 5
Unreal Engine 4
Blueprints
Unity
Blender
Kitbashing
Base Texturing
Base Material creating
Terrain generation soft (Gaea, World Machine)
Level Design documentation
Version Control soft (Perforce, Git)
Issue Tracking System (Jira, Notion)
Soft Skills
Work experience:

Pixagon Games (unannounced project) FEB 2022 | TILL NOW
Level Designer

Tools: Unreal Engine 4, Unreal Engine 5, Blueprints, Blender, Terrain Generators,  Jira, Confluence, Perforce

RESPONSIBILITIES:
Creating, prototyping, concepting levels for PC and console multiplayer games with taking into account the thoughtfulness of the level design, performance, placement of game and interactive objects, and their balance. Thinking through the design of features tied to the levels and their creation using the blueprint system. Creation of a set of necessary assets for a level prototype. Documentation related to level design
Creation of game levels or scenes on game engines or in a 3D modeling program for multiplayer, single and co-op games on a PC or game consoles 

Not interested in gambling, hyper-casual and casual games.
Position: Level design 3D artist
Category: Unity
Experience: 11 years | English: intermediate


CG have been my inspiration throughout all my life. My dream is to participate in large-scale, exciting world-famous projects. Currently I'm looking for a company where i can realize my ambitions as an artist. I want to be part of a professional team where I can learn and share experience. 
I have 13 years of experience in CG. I've been working as a designer and 3d artist in architecture for more than 5 years. 
At 2014 I focused on game development industry and started to create 3d content for AAA projects. Participated such projects as World of tanks, WarThunder, Enlisted and other. During this time I've got a chance to rise as an artist and as a leader. I involved junior 3D artists in these projects, shared my experience and controlled the quality of the work.
In 2017 I became a CEO of the company that specialized on VR development. We focused on creating AAA quality CGI and got a great experience in VR/AR, game development and visualization. We have developed more than 15 VR projects for large companies in the field of construction and architecture. development, television, design and furniture production. My main tasks were to manage the project from the beginning till the release, setup light and post process, make final setups.  I got a great experience as an artist, team lead and manger.
Position: Level designer
Category: Other
Experience: 3 years | English: upper

I'm proud to be making levels for Candycrush.
I have a book published with my illustrations.
I also see it as a separate achievment that we work closely with partners from the USA, and maintain a stable level of quality.
Level design and level testing for match 3 games:  
-Rovio  Angry Birds Dream Blast 
-Rovio: Angry Birds match 3
- Rovio: Small Town Murders
- King: Candy Crush Saga
-Bluembo: Super Pug

Currently i"m employed full-time as a match-3 level designer. Would like to move towards a level-design team leader, or more wide game-design in nearby future.  Would also like to try my strength in other genres as well.

As part of my work it is also my responsibility to have a deep feeling for user experience- the emotional side of the players perspective. How our levels impact emotions and drives. 

I also have professional 2-d artist experience that I bring to the projects im involved with.
Would be nice to work in a motivated and developing team, with possibilities to learn from each other.
Interested in game-design as a whole as well, would prefer to work closely on creative aspects. 
Want a sustainable pace, no overwork. 
I would prefer working at a result-based schedule, not time-based.
Position: Level Designer
Category: Other
Experience: 0.5 years | English: intermediate


Designing and setting up of levels and maps using different settings- I made two different settings for in-game dungeons(Oceanarium , University) and creating layouts , using assets for blockout and after creating final visualization of location.
New features like unique mechanics for new locations - shooting gallery mechanics for another setting that was implemented and added to the game.
Creating and editing  of Level Design Documentation
Position: Level Designer
Category: Unity
Experience: 2.5 years | English: fluent


I am a 26 year old level designer from Auckland, New Zealand based in Ubud, Bali. I specialize in open world level design and have experience in developing environments and production pipelines.

I was hired as a World Builder at Rocketwerkz before I graduated university. I became part of the initial team at the Rocketwerkz Auckland studio and have worked on Icarus since the beginning of development. 

The tools and software I used during my time at Rocketwerkz include:
- Unreal Engine 4
- World Creator
- SpeedTree
- Blender
-  Adobe Photoshop, Illustrator

The production tools and software I have experience using:
- Confluence
- Jira
- ShotGrid
- Perforce

I my personal projects I use:
- Unity
- Aseprite
- Github

In my two and a half years at Rocketwerkz, I have moved from a junior position to a Lead in my team. I developed a map and managed the continued testing throughout the release of Icarus, which was the #19 top selling Steam game of 2021 and spent two weeks as #1 on Steam. As a Lead, I have trained a team of three and managed the production and delivery of new content during our post release period.

I graduated from AUT in 2019 with a Bachelor of Design, majoring in Digital Design. During my time studying I freelanced as a graphic designer.

After travelling around Europe and SE Asia for 6 months, I am currently looking for a remote position as a level designer and I am looking to work in genres other than survival and PvE, and expand my knowledge of level design.
Position: Level Designer
Category: Unity
Experience: 1 years | English: intermediate

- Created thousands of catchy solitaire levels
- curated teammates and helped them in level design
- organized documentation and helped more experienced colleagues with routine tasks
- worked in a tight connect with game designers: I created tutorial levels, special demonstration levels with certain combinations of mechanics etc.
- took part in analysing our work and made reviews of levels
- created hundreds of exciting stories for the puzzle games
- also drew a bunch of children books (it was in the past life when I worked as a freelance artist:))
I've been working in this area for more than a year (since July 2021). I actively participated in creating and developing projects "Solitaire Perfect Match" and "Riddle Road". My main tasks were creating unique and catchy levels that inscrease the gamers' interest and bring more and more users of our products. I also worked as a first-step reviewer, and my main task was to check the levels of my colleagues, give feedback to them and sometimes fix some rough places and bugs found in levels.

Now I'm actively studying Unity and UE for improving my skills and getting fresh knowledge. At this point I'm open for any possibilities, since I'm interested in career development in any of gamedev branches - it doesn't matter, it's mobile or PC/concole.
I def wouldn't like to work in gambling and any bitcoin/crypto projects.
Position: Level Designer
Category: Unity
Experience: 4 years | English: pre


Knowledge and Skills:
+ level design;
+ casual games (bubble shooter, match2, match3, physics blast, solitaire, blockout multiplayer games);
+ game analytics;
+ jira;
+ playtest - manual testing;
+ using project/test management and bug-tracking systems (PivotalTracker, TestRail, Jira);
+ basic knowledge: Game Design, Unity, Visual Studio, C#, HTML, CSS, SQL, SDLC and
   UML.

The main responsibilities: 
+ creating fun and exciting levels using a full complement of game mechanics for casual games (bubble shooter, match-2 and match-3);
+ implementing game levels in line with the design and creative intentions to achieve the best gaming experience;
+ experience with balancing levels;
+ playtesting; 
+ identifying, resolving and establishing bug reports;
+ actively participating in design-specific discussions and design reviews;
+ working with game analytics;
+ working with level and game designer documentation;
+ selecting references and descriptions of game mechanics and background;
+ writing UI functionality documentation (description of interface elements);
+ mentoring  junior level designers;
+ sharing my knowledge and assisting other level designers;
+ working in collaboration with the game artists and programmers.
Position: Level Designer
Category: Other
Experience: 2 years | English: intermediate

Finished offline game design course in 2019
Level Designer/QA Tester (Aug 2020 - Present) 
– Making, checking and testing levels for match-3, solitaire, bubble shooter and collapse puzzle games
– Training of level designers to create levels in the above game genres
– Testing games for bugs on Facebook, Android, iOS, FB-Instant


I made two games on Unity engine (C#). Can be found on simmer.io or newgrounds:
Rusty Plane - Simple 3D runner game
Another Ark-Break Clone - Arkanoid clone
Looking for a Level Designer or Game Designer role. 

Don't want to work with companies from Russia or Belarus
Position: Level Designer
Category: Unity
Experience: 3 years | English: intermediate

I've worked live on projects such as Homescapes, Fishdom, and Gardenscapes in Playrix. After that, I received an offer from Joyvoo for the Level Design Team Lead position. My responsibilities in Joyvoo are the quality assurance of the levels, team cooperation, and regular feedback for the teammates on one of the closed projects that should be released on soft launch in 2022. Later I joined to product company Universe Apps where I worked as a Level Designer on the Solitaire TriPeaks Adventures. My responsibilities on the current project are level creation and design, apart from that part of my work is cooperation communication with game designers in order to improve existing levels.
Level designer with 3 years of experience. Worked on such casual games as Homescapes, Fishdoom, Gardenscapes in Playrix. I was engaged in the creation of new mechanics and their visualizations, levels design, game balance, difficulty curve optimization. Currently, I'm working in Joyvoo on another hyper-casual game Top Raiders as a Level Design Team Lead.
I expect to find an interesting project with ambitious and friendly people. A company with an excellent microclimate, which already has a list of high-quality and successful products. Company in which you can develop as a specialist, performing interesting tasks and taking courses to improve your skills.
Position: Level Designer
Category: Design
Experience: 5 years | English: fluent


Level & Game Designer / Funzy, Remote / jul.2022 — now
- creating game levels and design documentation for Bubble Shooter and Soliter games;
- conducting A/B testing, designing complexity curve and new features, analysing the players gameplay data and updating the levels to improve BI metrics;
- working with Analytics, QA, Art and Development teams to ensure the best quality experience for the players.

Team Lead Level Designer / Ilyon, Ukraine / aug.2021 — jul.2022
- managing and mentoring team of 8 Level Designers;
- providing content support for multiple projects with different gameplays simultaneously;
- in close contact with other departments and upper management to ensure stable workflow and in-time tasks delivery.

Level Designer / Ilyon, Ukraine / jul.2018 — jul.2021
- level design for Match-3, Tap-2, Bubble Shooter and other types of casual mobile games for projects with over 10 million downloads;
- balancing, playtesting, work with analytics, writing bug reports and feature requests.
Position: Level Designer
Category: Artist
Experience: 2.5 years | English: upper


Yellow Reptiles & Hydra Games – Middle Level Designer, December 2021-
January 2023
A.I.D. - Artifical Inteligence Defense
• I made the main concept of the levels and tied the levels to the plot.
• Level Design and scripting on several story driven campaign levels including 
environment blockout, scenario implementation, scripting, narrative flow, objective 
creation and pacing.
• Prototyping and implementing new game mechanics.
• Made all levels for single player company(12 levels).
• Made 2 levels for 1x1, 2 level for 2x2, 1 level for 3x1 and 2 for 4x1 levels for multiplayer.
• Made 3 players mods: Ride and Destroy, Tower Defense, Convoy for single player.
Mageeks – Level Designer, May 2021-November 2021
Truck Simulator PRO 2
• Conceptualizing, blocking out and producing full levels and missions for the campaign.
• Made target places
• Level design and add props to locations
• Made 50+ USA locations: stores, cities, roads, warehouses, etc.
Offroad
• Level design and add props to locations
• Testing levels
EJR Games – Game Designer, October 2020-January 2021
GULAG
• Game and level design including scripting and mechanics creation.
• Level Design and scripting on several story driven campaign levels including 
environment blockout, scenario implementation, scripting, narrative flow, objective 
creation and pacing.
• Prototyping and implementing new game mechanics.
Freelance
RetroStyle Games UA – Level Designer, September 2022-October 2022
Last Pirate: Survival Island
• Level Design and plan for the new island.
• Level Design and blockouts of dungeons.
Revulo Games – Level Designer, March 2021-May 2021
2 Levels for game
• Level design and scripting for single player campaign.
• Conceptualizing, blocking out and producing full levels and missions for the campaign.
Gruby Entertainment– Level Designer, September 2021-October 2021
Deadlink
• Level blockout on Unreal Engine
Another Angel Games– Level Designer, October 2021-November 2021
Shadow of the Road
• Level blockout on Unity Engine