UBISOFT
(May 2014 – Current)
Watch Dogs 2
(March 2016 – Current)
https://www.ubisoft.com/en-GB/game/watch-dogs-2/
Role: Game Designer
- PC controls layout design (On Foot, Driving, Drones), driving and hacking adaptation for mouse & kb controls
- UI PC adaptation with mouse-centric approach (Menus, Smartphone Apps, Hacking, World Map, HUD, Weapon/Emotes selectors, full tutorials adaptation, etc.)
- PC-specific features design (Customize Controls, Mouse & Keyboard Options, Video Options, Save System, Traffic Speed mode, Multimonitor HUD, etc.)
- Defining PC version requirements for the team and Quality Control department
- Collaboration with Ubisoft Montreal/Ubisoft Romania
Far Cry: Primal
(April 2015 – March 2016)
https://www.ubisoft.com/en-US/game/far-cry-primal/
Role: Game Designer
- PC controls layout design (On Foot, Riding, Owl)
- Mouse-centric UI (buttons, tooltips, correct mouse states handling)
- UI adaptation for PC version (Menus, World Map, Weapon Wheel)
- Design of PC-specific features (Customize Controls, Video Options, Advanced Save System, The Benchmark, multiple gamepads support, multimonitor HUD)
- PC version requirements (expected behavior in different PC-specific cases)
- Collaboration with Ubisoft Montreal/Ubisoft Romania
Far Cry 4
(May 2014 – April 2015)
http://far-cry.ubi.com/en-GB/home/index.aspx
Role: Game Designer
- PC controls layout design (On Foot, Driving, Camera, etc.)
- UI adaptation for PC version (Menus, World Map, Weapon Wheel)
- Design of PC-specific features (Customize Controls, Video Options)
- PC version requirements (expected behavior in different PC-specific cases)
- Collaboration with Ubisoft Montreal/Ubisoft Romania
ARKADIUM
(November 2013 – May 2014)
Microsoft Sudoku
(January 2014 – May 2014)
http://apps.microsoft.com/windows/en-us/app/b2efc286-9eba-4bf5-8360-f93b92968b99
Role: Game Designer
- All game design from conception to ZBR (Zero Bug Release) stage
- Game mechanics, balance, Daily Challenges, UI/UX
- Communicating design with Microsoft
- The goal was to create “the best Sudoku on the market”, now it’s the one of the top-rated games among all the Microsoft’s branded games
- Pre-installed on Microsoft Surface 3 tablet
Microsoft Jigsaw
(November 2013 – January 2014)
http://apps.microsoft.com/windows/en-us/app/microsoft-jigsaw/cb510dbd-d970-43ac-941a-ac0a9d7506b2
Role: Game Designer
- Design of the project from Alpha to launch
- “Saving” the game design after previous designer who had quit in the middle of the project
- Creating of Daily Challenges, re-design of some features and UI for better quality of the product
GAMELOFT
(June 2013 – October 2013)
Role: Game Designer
- Was part of Gameloft Kharkiv design team who is responsible for Game Evolution of Gameloft projects.
- Participating in Game Evolution of several projects (Playmobil Pirates, UNO, Despicable Me 2, Fantasy Town)
N-GAME STUDIOS
(August 2007 – May 2013)
Robo Wars
(September 2011 – January 2013)
http://store.steampowered.com/app/285090/
Role: Game Designer
- Mid-core tower defence, based on Plants vs Zombies mechanics
- Game mechanics, balance, UI/UX
Towers of Oz
(December 2011 – December 2012)
http://www.bigfishgames.com/games/7967/towers-of-oz/
Role: Game Designer
- Casual tower defence, based on Plants vs Zombies mechanics and “Wizard of Oz” setting
- Game mechanics, balance, UI/UX
- Originally published by Bigfish for the US market, then was pirated in China and became there quite popular 🙂
Wizardale
(June 2010 – September 2011)
Role: Game Designer, Writer, Community Manager
- Mid-core 3D MMORPG for Russian social network ok.com with complex PvP combat system and open economy
- Initial concept, all game design from concept to launch
- Original game mechanic (PvP combat system for three different classes – favorite part of the game for many players)
- UI/UX (UI of 3D MMORPG in small window of social network with primary windowed mode and technological restrictions of Unity + Flash)
- Writing for the most of the quests
- Communicating design with external producer/client
- Successful community management after launch
Allods Online
(January 2009 – April 2009)
Landscape trailer: https://www.youtube.com/watch?v=Glt-bgIBWK0
Role: Level Designer
- Level design outsource for Nival
- Complex visual level design for project with top AAA-graphics
- Big part of Dark water and Siveria locations, additional level design for some other locations
- Dark waters was considered as the most beautiful location in the game (results of players voting on the official site)
Stalin vs. Martians
(April 2008 – April 2009)
http://stalinvsmartians.com/en/index.html
Trailer of the game (be careful): https://www.youtube.com/watch?v=vzQrgqd1yLY
Role: Game Designer, Level Designer
- RTS about Stalin and Martians 🙂
- Turning crazy ideas of the game author into game mechanics 🙂
- Game balance
- Initial level design (level schemes, level flow)
- Game was published by Paradox for the international market
X-Team: Day of Freedom
(August 2007 – April 2008)
Role: Game Designer, Level Designer, Writer
- RTS/RPG with non-linear script, was published by Nival for the CSI market
- Game mechanics & Balance (units, RPG systems, weapons and abilities)
- UI/UX
- Initial level design (level schemes, level flow, quests)
- Additional level design (some big complex maps for final missions)
- Writing (complex non-linear script, all dialogs, characters, quests
ABSOLUTIST
(June 2006 – November 2006)
Scepter of Ra
(October 2006 – November 2006)
http://www.bigfishgames.com/games/2056/scepter-of-ra/
Role: Game Designer, Level Designer
- Level Design
- Game Balance
- Testing
Jewelix
(September 2006 – October 2006)
http://absolutist.com/jewelix/
Role: Game Designer, Level Designer
- Level Design
- Game Balance
- Testing
OUTSOURCE
Let the cat in
(July 2015)
http://store.steampowered.com/app/369400/
Role: Game Designer, Level Designer
- Total re-balance of the game, fixing of the game progression
- Re-design of some levels
- Re-design of the tutorial
Dice Journey
(February 2012 – June 2012)
Video of the game: https://www.youtube.com/watch?v=u_o5mNEAr3I
Role: Game Designer
- Game mechanics
- UI/UX Design “from scratch” for iPhone/iPad
- Initial game balance
CANCELLED PROJECTS
3D Travian-like browser-based strategy
(January 2010 – June 2010)
3D travian-like browser-based strategy for Nival. Based on popular in the US table-top game.
Project has been closed after changing of publisher’s internal policy.
Role: Game Designer
- Working with popular license, adaptation of core mechanics of the table-top game for browser-based online version.
- UI/UX Design “from scratch”
- Design of all game systems (pre-production stage)
- Initial game balance (combat and game economy)
- A lot of paper prototyping of the combat system
- Design of cinematic principles of battle visualization
3D MMORPG
(January 2009 – April 2010)
Client-based 3D MMORPG. Unfortunately, has been closed due to lack of funding.
Many ideas from this project were moved to the next game – Wizardale.
Role: Game Designer
- Design of all game systems for client-based 3D MMORPG
- UI/UX Design “from scratch” for client-based 3D MMORPG
- Working experience with remote team of programmers, creating and maintaining of complex wiki documentation system
Slasher/Action-Adventure
(March 2004 – May 2006)
Role: Writer, Level Designer
My first experience in the game industry. During my education, I worked as writer/level designer for an action-adventure/slasher based on the popular Russian book. Later, studio Nekki cancelled the project and focused on free-to-play games.