My Projects (full list)

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)

http://allods.my.com/en

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.

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