Hello!

My name is Max and I’m a Game Designer.

At this point, I have more than 12 years of experience in the industry and a good track record of 8 different games, developed for PC and consoles, in AA and AAA segments.

I have expertise in core design disciplines which I believe gives me great different angles on the whole project and independent parts of it.

My career includes Level and mission design, as well as Game and system design.

So I can build a level from scratch. Create a mission outline. Develop plot and characters. Design some mini-games and rules in which the open-world system will work.

Right now I’m working at Digital Extremes –  the studio behind the critically acclaimed Warframe.

As a Senior level designer, I’m providing level layout ideas underlining gameplay and narrative.

I’m also a Game design mentor at CGSpectrum, and part of a jury at IGF.

My contacts:

✔ Responsibilities:

• Development and prototyping of missions, new gameplay mechanics, and levels within various game engines.

✔ Qualification:

• 6 years of experience with Unreal Engine (UE4; UE5);

• 6 years of experience with proprietary game engines;

• Unity, CryEngine3 Sandbox, UDK;

• Visual scripting tools (Blueprints and similar);

• Basic 3d modeling, texturing, animation (Blender, Autodesk Maya, Autodesk 3ds Max, Substance Painter);

• Version control systems (Perforce, SVN, GIT);

• Task tracking systems (JIRA, Trello);

Levels showreel

Netracells game mode

Outriders: Worldslayer is a DLC for Outriders, Co-op TPS/RPG in a sci-fi setting.

I’ve been working as a level designer in strike teams with environment artists, narrative designers, and technical-level designers through all stages of production.

✔ Main responsibilities:

• Designed 2 levels for the endgame mode, helping with 1 more for the main quest line.

• Blockout layout and scripting encounters via UE4.

• Collisions, covers, line of sight passes.

• Iterating on the team’s and lead’s feedback.

Levels

Trial of Tarya Gratar: Proving Grounds

Trial of Tarya Gratar: The Arboretum

Outriders is a Co-op TPS/RPG in sci-fi setting.

I’ve been working as level designer and technical level designer at the end of production.

✔ Main responsibilities:

• Fixing bugs related to levels and collisions.

• Creating new actors for level design purpose.

• Feedback on scripting.

Sherlock Holmes Chapter One is an Open world TPS/Adventure based on Sherlock Holmes character

I’ve been working as a game designer/ feature owner in various feature teams on pre-production stage.

✔ Main responsibilities:

• Leading 6 different feature teams.

• Creating GDD, prototyping features, mini games and systems.

• Collaborating with various specialist across different departments assigned on systems and features.

• Iterating on team’s and creative director’s feedback.

Examples

Gossip system

Traders

The Sinking City is Open world TPS/RPG based on Lovecraft myths

I’ve been working as a quest designer/ quest owner in strike teams with narrative designers through all stages of production.

I also took a role of a game designer and level designer.

✔ Main responsibilities (Quest owner):

• Designed and established 2 main quests and 4 side quests.

• Creating quest outline, developing plot, characters and moment-to moment gameplay, implementing via UE4.

• Creating level layouts for quests.

• Managing asset lists.

• Iterating on team’s and creative director’s feedback.

✔ Main responsibilities (Game Designer):

• Designing and implementing 3 additional activities in open world (Vision, GDD, prototyping, leading to the final quality).

• Creating level layouts for “Ruins” (level-based traversal puzzles).

Quests

Nosedive

Fleeing Phoenix

Through the looking glass

Open House

Mystic Tomes (DLC: Worshippers of the Necronomicon or Necronomicon edition)

Letters From Oakmont

Open world activities

Ruins

Danger Zones

Historical Heritage

Men of war 2 – Free-to-play RTT in WW2 setting

I’ve been working as a level designer on pre-production stage.

✔ Main responsibilities:

• Building the layout for 3 levels and scripting events.

• Made an environment art.

Levels

Battle of Empires – RTT in WW1 Setting

I’ve been working as a lead designer on multiplayer mode “Rebellion” on all stages of production.

✔ Main responsibilities:

• Designing and implementing new multiplayer mode (Vision, GDD, balancing).

• Building the layout for 3 levels and scripting events.

• Made an environment art.

Levels

Nuclear Union – TPS/RPG Post Apocalyptic USSR setting

I’ve been working as a quest designer/level designer and game designer on all stages of production until the project was canceled.

✔ Main responsibilities:

• Designing and implementing 3 main quests, 1 mini-game and bunch of side quests, encounters.

• Building the layout for quest levels and scripting events.

• Iterating on lead designer’s feedback.