ILYA
Senior Game Designer
Making games
I am a specialist with extensive experience in indie, mobile, and AA development
I excel at designing engaging gameplay systems and experiences
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I am a specialist with extensive experience in indie, mobile, and AA development. I excel at designing engaging systems and experiences.
GAME
DUTIES
Kiborg is a rogue-lite beat’em up set in a gritty cyberpunk world. Wrongfully imprisoned, you must survive a violent reality show for a chance at freedom
Description
The game was developed in Unreal Engine 5 by a team of 30 professionals for PC and consoles
General Info
  • Redesigned the core concept mid-development, creating a detailed game design document and implementing procedural generation, economy, skill trees, progression systems, and content unlocks.
  • Designed generation systems, including random events, combat modifiers, special encounters, rewards, balance mechanics, and enemy patterns.
  • Conceptualized, iterated on, and balanced diverse rogue-lite mechanics such as implants, augmentations, mutators, and weapon modifications, to create engaging and synergistic player builds that evoke a sense of power.
  • Enhanced the overall game feel by designing camera behavior, optimizing controls, and leading the UI/UX department to deliver a polished and immersive player experience
Game Designer
Steam
Steam
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Pilgrim
GAME
DUTIES
Pilgrim is a 3D Metroidvania with survival elements. More details will be provided after the official announcement
Description
The game was developed in Unreal Engine 5 by a small team of professionals for PC and consoles
General Info
  • Implemented Agile methodologies tailored to the studio's values, streamlining team workflows and productivity
  • Planned sprints and milestones in response to project needs, stakeholder requests, and the team's velocity
  • Day-to-day management of the development team
Team Lead
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DUTIES
  • Owned the design of core gameplay systems, including crafting, upgrades, random events, trading, and survival mechanics, ensuring alignment with the project vision
  • Focused on creating a Metroidvania-style exploration experience by designing movement abilities, lockpicking systems, mechanisms, and other area-specific mechanics
Game Designer
GAME
DUTIES
Galactory offers a blend of sandbox and god simulator gameplay, allowing players to rule over their miniature world. Players can craft and demolish anything, ranging from landscapes and creatures to the rise and fall of entire kingdoms
Description
  • Held design ownership of most gameplay mechanics and systems
  • Designed game content to create a proper sandbox experience
  • Wrote and maintained documentation in Confluence
  • Leveraged analytics to balance progression, economics, and monetization
  • Designed interface mockups and created UI/UX prototypes using Figma
Game Designer
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23:23 TEAM
GAME
DUTIES
  • Designed PvP & PvE gameplay mechanics, maps, systems, and AI
  • Designed interface mockups and created prototypes using Figma
Game Designer
Team Lead
  • Established work processes and maintained day-to-day management for a multidisciplinary team of 4
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In 2017, I co-founded an indie studio with a passionate team. We participated in 10 game jams and developed 3 full-scale games
Team
Description
Ricochet Tanks was our latest title, a cross-platform arcade PvP & PvE tank shooter with a strong focus on ricochets
gAME jAMS
Happy Submarine
Desert Defense
We created a horror game about a submarine for the "Deeper and Deeper" theme. The design focused on creating tension through the synergy of darkness and mining mechanics.






Ludum Dare 48
For the "Delay the Inevitable" theme, we created a base defense game with constant flow changes by combining difficulty curves and player power.






Ludum Dare 50
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The Fall of Freedom
With a frictional-style 2D horror game, we won the games category in the Frictional Fan Jam 2019 and received cool posters with autographs straight from Sweden! Here is a part of Frictional's stream featuring a playthrough






Frictional Fan Jam 2019
23:23 TEAM
IS A MEANINGFUL
GAME
EXPERIENCE
A
EXPERIENCE IS A
NOT EVERY
GAME
BUT
KIBORG
SOBAKA STUDIO
Game Description
Kiborg is a rogue-lite beat’em up set in a gritty cyberpunk world. Wrongfully imprisoned, you must survive a violent reality show for a chance at freedom

The game was developed in Unreal Engine 5 by a team of 30 professionals for PC and consoles
Game Designer Duties
  • Redesigned the core concept mid-development, creating a detailed game design document and implementing procedural generation, economy, skill trees, progression systems, and content unlocks.
  • Designed generation systems, including random events, combat modifiers, special encounters, rewards, balance mechanics, and enemy patterns.
  • Conceptualized, iterated on, and balanced diverse rogue-lite mechanics such as implants, augmentations, mutators, and weapon modifications, to create engaging and synergistic player builds that evoke a sense of power.
  • Enhanced the overall game feel by designing camera behavior, optimizing controls, and leading the UI/UX department to deliver a polished and immersive player experience
PILGRIM
SOBAKA STUDIO
Game Description
Pilgrim is a 3D Metroidvania with survival elements. More details will be provided after the official announcement

The game was developed in Unreal Engine 5 by a small team of professionals for PC and consoles
Game Designer Duties
  • Owned the design of core gameplay systems, including crafting, upgrades, random events, trading, and survival mechanics, ensuring alignment with the project vision
  • Focused on creating a Metroidvania-style exploration experience by designing movement abilities, lockpicking systems, mechanisms, and other area-specific mechanics
Team Lead Duties
  • Implemented Agile methodologies tailored to the studio's values, streamlining team workflows and productivity
  • Planned sprints and milestones in response to project needs, stakeholder requests, and the team's velocity
  • Day-to-day management of the development team
GALACTORY
JUSTMOBy
Game Description
Galactory offers a blend of sandbox and god simulator gameplay, allowing players to rule over their miniature world. Players can craft and demolish anything, ranging from landscapes and creatures to the rise and fall of entire kingdoms
Game Designer Duties
  • Held design ownership of most gameplay mechanics and systems
  • Designed game content to create a proper sandbox experience
  • Wrote and maintained documentation in Confluence
  • Leveraged analytics to balance progression, economics, and monetization
  • Designed interface mockups and created UI/UX prototypes using Figma
RICOCHET TANKS
23:23 Team
Game Designer Duties
  • Designed PvP & PvE gameplay mechanics, maps, systems, and AI
  • Designed interface mockups and created UI/UX prototypes using Figma
  • Created maps with meaningful gameplay using the Unity toolset
Team Lead Duties
  • Established work processes and implemented bug/task tracking with YouTrack
  • Maintained day-to-day management for a multidisciplinary team of 5
GAME JAMS
23:23 Team
Happy Submarine - Ludum Dare 48
We created a horror game about a submarine for the "Deeper and Deeper" theme. The design focused on creating tension through the synergy of darkness and mining mechanics
Desert Defense - Ludum Dare 50
For the "Delay the Inevitable" theme, we created a base defense game with constant flow changes by combining curves of difficulty and player power
The Fall of Freedom - Frictional Fan Jam 2019
With frictional-styled 2D horror, we won the games category in the jam and got cool posters with autographs right from Sweden! Here is part of the Frictional's stream with a playthrough
The Fall of Freedom takes us on one Pathos-II employee’s journey through the now-infested station. Unlike the mods, this game is made in Unity and uses a minimalist yet efficient pixel style. It’s short and (bitter)sweet, with Frictional-type puzzles translated into a 2D environment, and great sound design.
Frictional Games - Winner Showcase