Position: Game Designer
Category: Unity
English level: upper
Years of experience: 4

Started working as a game designer in 2017 from creating indie-team with my friends. 

We created our first game Deep Ones completely by ourselves and with minimal investment just to see how our game is perceived based not on advertising, but on its value as a video game.

We got in touch with the publisher, who ported the game to Playstation, XBox, and Nintendo Switch.

Also, since 2018 the game is an exhibit in the Museum of Odesa Modern Art.

Before covid, I liked to take participate in various game jams. Several times our teams took a decent places.
Worked as a Indie-dev in BURP! Games team (me and my friends decided to make our own projects, starting way in the game industry) from 2017 to 2021.

On this team, I've been doing :
Development of new mechanics, creation of GDD and tech-documentation, scriptwriting, level-design, pixel-art, sound design, communication with publishers.

Released projects: 
•Deep Ones (2017)
Arcade platformer with pixel-art visual inspired by 80's computer ZX Spectrum and H.P. Lovecraft (Released on Playstation 4\5\Vita, XBox, Nintendo Switch and Steam (delisted));

•H0ST (2018)
Twin-stick arcade shooter with retro aesthetic inspired by TRON movies and pixel-art visuals made with Atari ST palette (Released on Steam (delisted));

After BURP! Games I decided to join Room 8 Studio to try more "classic studio format".

There I've been working on:
Communication with clients and implementing their requirements, writing technical documentation, writing GDD documents, working with programmers, artists and other designers in a team, creating a variety of features and content for games, working on balance, dvelopment of new mechanics etc.

Worked on such projects:

•DRL - Project Drone Galaxy
Multiplayer Arcade Racing with NFT-based economy and level design tool for players to create their own racing tracks. PC and Mobile platforms;

• Ash of Gods: The Way \ Chinatown Detective Agency
Designing control schemes for console ports, research similar games and successful porting solutions, suggestion to change the GD\UI for a better experience on consoles if needed, button layout design for every screen in Miro\Figma;

•Subway Surfers Match
Developing a common vision for the project with client and team, developing core-\meta-gameplay with lead project Lead GD;

•WayRay
AR game based on environmental scanning technology for cars.

Now I'm looking for a new studio where we can create a lot of cool and interesting projects together. :)

My professional goals are to work on a variety of projects to expand my knowledge and skills.