As a founding member of Something Random I have taken a role of a Project Lead of the first title of the studio - a charming, playful open-ended VR puzzle game Toy Trains.
Responsibilities:
- leading the team through the whole development cycle - from early prototypes to post-release updates,
- establishing the gameplay’s core and game design pillars through prototypes and preproduction,
- keeping and cultivating the vision for the game throughout production phase,
- running the preproduction of the game (team of three, management, game design, level design and coding),
- production planning, coordinating the team, running meetings, task management (up to 13 people),
- being go-to person for other departments regarding all things connected to the product,
- preparing all game design documents and graphs,
- prototyping new features (design & code),
- setting up prefabs, scenes and simple scripting in Unity Engine,
- tweaking, balancing, juicing and moving every little slider,
- level design of all post-release challenge maps,
- doing post-release interviews.
Main Designer of SUPERHOT: MIND CONTROL DELETE - a standalone expansion to the best-selling indie shooter, where time moves only when you move - after its initial release.
Responsibilities:
taking care of SH: MCD after the initial release,
designing and prototyping post-release features,
creating additional levels,
ensuring quality and consistency of SH: MCD ports by giving feedback to the team and solving platform-specific problems,
making prototypes of various VR experiences, both from a design and coding perspective.
Gameplay Programmer and Technical Designer during the whole development of SUPERHOT: MCD
Responsibilities:
working closely with the Lead Designer on prototyping and defining gameplay features,
polishing game interactions in order to get the resulting experience to feel just right,
rewriting game systems,
creating systems and tools for other people in the team,
code optimization and debugging,
creating rapid prototypes of new game ideas.
Leader, main designer and gameplay programmer of an indie game collective Mr Lizard. Shipped one full-fledged game Neon Fall along with other 10+ game projects of various genres.
My responsibilities included:
game design,
gameplay programming,
tools programming,
managing the team,
pitching and presenting the projects.
I've joined the team at Teyon as Junior Gameplay Programmer for two months in the middle of the production of this Nintendo Switch stunt bike racing game. I cut my professional teeth under the Lead Programmer by creating user interfaces and developing tools for the project in the Unreal Engine 4.