✔ 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);
Warframe is a MMO TPS/RPG in a sci-fi setting.
I’ve been working as a senior level designer in collaboration with environment artists, narrative designers, and technical designers through all stages of production.
✔ Main responsibilities:
• Designed 6 levels for the Main mission for the procedural built space, helped with 4 more, and with Netracells game mode.
• Blockout layout via in-house engine Evolution.
• Iterating on the team’s and lead’s feedback.
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
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.
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
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.