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Let’s get acquainted!

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Hello! I’m a game developer with an interest in game design, Unreal Engine and project management. I enjoy exploring how game ideas are transformed into interactive experiences — from developing game mechanics and creating systems to implementing them in the engine and organizing the development process.Through my university projects, I’ve had the opportunity to work on games across various genres and take on different roles within a team. I enjoy combining creative thinking, technical skills and a structured approach to problem-solving to create engaging games.

Why should you choose to work with me?

Game development is a process that requires a blend of creative ideas, technical solutions and teamwork. To create excellent game mechanics, an interesting concept alone is not enough — it must be designed, implemented, tested and integrated into the overall gaming experience.I enjoy working at the intersection of these disciplines. My experience in game design helps me to conceptualize gameplay experiences and game systems, whilst my work with Unreal Engine enables me to turn ideas into functional mechanics.I also value clear communication and organized teamwork, which help ideas progress from discussion to implementation.

From idea to realization

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1. I begin by studying the game’s concept, its objectives and the gaming experience it is designed to create for players. 2. I explore the mechanics in game systems, taking into account how individual elements interact with one another. 3. I use Unreal Engine and Blueprints to implement and integrate game mechanics into a functional prototype. 4. I place great importance on clear task organization and collaboration to help the team move towards a common goal.

Here are a few examples of how I approach game development in practice.

SoulShift


Game Designer · Game Systems Programmer
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Team: 2 members Development: 2 months Engine: UE5 Genre: 2D-puzzle gameSoulShift is a puzzle game in which a purifying flame attempts to rid an ancient sanctuary of evil spirits. Players guide the flame through interconnected rooms, collect lost souls and interact with ritual objects to overcome obstacles. The gameplay focuses on spatial puzzles, movement restrictions and interactions between various objects.

My Role: I contributed to the development of a game built around interconnected mechanics and environment-based puzzles. The project involved designing gameplay interactions, defining object behaviour and documenting the game systems. Challenge: The main objective during development was to create engaging puzzles using a limited set of mechanics, whilst ensuring their interactions remained clear. Players needed to understand how different objects affect the movement of the flame and use this knowledge to progress through levels of gradually increasing difficulty. Key solutions: Rather than constantly introducing new mechanics, the design combines existing interactions to create new challenges. The gameplay is based on several interlinked systems: — Ritual objects alter the behaviour of the flame and its interaction with the environment. — Obstacles in the environment restrict movement and create spatial challenges. Implementation: The project documentation includes gameplay diagrams, interaction rules, a flowchart of the game cycle and a user interface diagram. These materials define how the player interacts with objects, how the game responds to various actions, and how the game’s progression is structured. As a result, the gameplay combines object manipulation, movement and puzzle-solving within a single set of rules. Outcome: A puzzle system built on interaction/ SoulShift demonstrates how a small set of mechanics can support a wide variety of puzzle scenarios, provided their interactions are carefully designed.

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Rat City


Gameplay Programmer · Game Designer · VFX Artist
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Team: 3 members Development: 4 months Engine: UE5 Genre: 3D Colony Management StrategyRat City is a 3D colony management game set in an underground sewer system. Players develop a rat colony by constructing buildings, managing resources, expanding their territory and controlling pollution levels. Every decision influences the colony’s development, striking a balance between growth, resource gathering and environmental stability.

My Role: I was responsible for programming the core game mechanics and implementing key game systems. My responsibilities included building placement and demolition, camera control, resource management, exploration expeditions, user interface logic and the player tutorial. I also worked on visual feedback, gameplay balancing and testing. Challenge: The main challenge was to implement several interdependent systems that would function together to create a cohesive gaming experience. Construction, resources, population, expeditions and environmental pollution needed to interact in such a way that players could understand and manage the process. The game also required intuitive controls and feedback so that players could understand the consequences of their decisions.

Key Design Decisions

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Several design and implementation decisions have shaped the gameplay experience: — Resource management: Resources are required to construct buildings, so the expansion of the colony depends on its economy. — Pollution system: As the settlement grows, pollution levels rise, encouraging players to strike a balance between production and environmental protection. — Interaction between buildings: Different structures provide resource extraction, housing, research and pollution reduction. — Player feedback: interface elements and visual effects reflect changes in the game’s state. — Tutorial system: step-by-step instructions introduce players to the game mechanics and help them understand the rules.These systems create interconnected choices rather than isolated actions.

Implementation

I implemented the core game mechanics, including: -Camera movement and controls. -Construction and demolition systems. -Resource gathering and management. -Expedition mechanics. -User interface and tutorial logic. -In-game feedback and visual effects. -I also took part in testing, balancing the economy and making adjustments to improve the gaming experience.In addition, I collaborated with the sound designer to select a suitable soundtrack and worked on integrating the game’s visual elements.

Result

The project resulted in the creation of a prototype 3D strategy game in which the construction, resource management, research and environmental pollution systems are interconnected. My contribution demonstrates my experience in implementing game mechanics, integrating systems, developing user interfaces and working across various areas of game development. The ‘Rat City’ project helped me to strengthen my skills in translating game design requirements into functional gameplay whilst collaborating with a multidisciplinary team.

FireBorn


Gameplay Programmer · Project Manager
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Team: 6 members Development: 9 months Engine: UE5 Genre: First-Person ShooterFireBorn is a dynamic first-person shooter that focuses on aggressive combat, constant movement and the ability to seize powers from defeated enemies. Players explore a dark fantasy world, battle supernatural creatures and utilize their enemies powers to survive increasingly challenging encounters. The core gameplay combines mobility, shooting and a system of temporary abilities acquired from enemies.

My roles

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I worked on the FireBorn project as a gameplay programmer and Kanban manager, combining technical development with team coordination.My main responsibilities included: player movement, weapon systems, combat abilities, animation logic, interactive environments and player feedback.In addition, I organised task tracking, coordinated weekly team meetings, ensured repository integration and maintained technical documentation.

Challenges

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One of the main challenges was to create responsive player controls and integrate several combat mechanics into a cohesive gameplay experience. Movement, shooting, abilities, animation and visual feedback had to work seamlessly without disrupting the fast pace of combat. At the same time, the team required a structured workflow to manage tasks, integrate team members’ contributions and adapt to changing development priorities.

Implementation

Другие проекты c тегом деловая презентация
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.portfolio.kolya fomenko
Николай Фоменко
A portfolio exploring the intersection of artificial intelligence, biomorphic design, and emerging technologies. Through five projects spanning generative identity, typography, editorial design, spatial objects, and moving images, I investigate how organic principles can evolve into experimental visual systems.
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