Game designer

Tashkent, Uzbekistan
Руководитель отдела/подразделения
Продюсирование • Gamedev
Удаленная работа
Опыт работы более 5 лет
Есть файл резюме (защищен)
О себе

На данный момент Game designer.

Мои компетенции и опыт

Lead / Systems Game Designer with 5+ years of experience in game development, specializing in game systems, economy design, progression, balance, and technically feasible game architecture.

Over the past several years, I have worked at the intersection of game design, systems design, and development leadership. My responsibilities included shaping project vision, breaking high-level concepts down into mechanics and technical requirements, designing interconnected gameplay systems, and coordinating their implementation with developers.

My key strength is systems thinking: I approach a game as an interconnected ecosystem rather than a collection of isolated mechanics. I consider how economy, progression, resources, player motivation, pacing, UX, and technical constraints affect one another.

I have experience in both commercial and independent game development and have worked on several projects, including Crimson Love, Soulwind, YellowNoise, Alone Adventure, and Yashil Makon.

Key achievements:

  • Designed interconnected gameplay systems across management, narrative, metroidvania, and visual novel projects.
  • Designed the systems architecture of Soulwind, including NPC behavior, NPC routes and points of interest, relationship systems, tavern economy, seasonal economy, resource flows, game time, and save architecture.
  • Designed the systemic foundation of YellowNoise, a management / psychological horror project combining guest service loops, resource management, information trading, utilities, stress mechanics, and interconnected day/night gameplay.
  • Contributed to the commercial development of Crimson Love, designing and implementing multilingual architecture for RU / EN / UZ, UI systems, voice-over architecture, and cross-platform solutions for Windows, Android, macOS, and iOS.
  • Designed combat, movement, traversal, ability progression, and boss mechanics for Alone Adventure, a systems-oriented 2D metroidvania.
  • Worked on gameplay mechanics, balancing, UX analysis, and system design for Yashil Makon.
  • Created GDDs and technical documentation and translated abstract game concepts into clear, implementable specifications for developers.
  • Coordinated design and development decisions while maintaining consistency between gameplay vision, technical architecture, and production constraints.

My core areas are Systems Design, Economy Design, Game Balance, Progression Design, Gameplay Design, Combat Design, UX Analysis, Feature Design, and Game Architecture.

I also have a technical background with Godot Engine, Ren'Py, Python, GDScript, Linux, and JSON, which helps me communicate effectively with developers and design systems with implementation, scalability, and maintainability in mind.

I am particularly interested in roles where I can apply systems thinking to game economy, progression, balance, and long-term player experience while contributing to product-level design decisions and leading complex features from concept to implementation.


Специализация
ПродюсированиеGamedev
Отрасль и сфера применения

Уровень
Руководитель отдела/подразделения

Есть файл резюме (защищен)


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