ILYA
Game Designer & Producer
Making games
As a designer, I aim to provide the best experience with a commitment to quality
As a producer, I'm looking at how to deliver it to the player
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As a designer, I aim to provide the best experience with a commitment to quality. As a producer, I'm looking at how to deliver it to the player
GAME
DUTIES
Kiborg is a fast-paced, story-driven action game with rogue-lite encounters. Each challenge is unique, and the narrative always moves forward, win or lose
Description
The game is being developed using Unreal Engine 5 by a team of 30 professionals for PC & consoles
General Info
  • Held design ownership of the co-op game mode
  • Held responsibility for the overall feel of the game, including HUD, controls, camera behavior, and sounds
  • Was accountable for map implementation
  • Designed features and systems, such as mutators
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 is being developed using Unreal Engine 5 by a small team of professionals for PC & consoles
General Info
  • Implemented Agile and Scrum methodologies, aligning them with the company's core values
  • Planned sprints and milestones based on stakeholder requests and the team's velocity
  • Day-to-day management of the development team sized up to 8 people
Producer
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DUTIES
  • Held design ownership of most systems, including random events, negative effects, triggers, organs, and various survival systems
  • Iterated on world-building to deliver a Metroidvania exploration experience
  • Designed and balanced crafts to fulfill both survival and exploration aspects
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
Producer
  • Established work processes and maintained day-to-day management for a multidisciplinary team of 5
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In 2017, I co-founded an enthusiastic indie studio. Together, we participated in many game jams and created several larger games
Team
Description
Ricochet Tanks was our last game. It is a cross-platform arcade PvP & PvE tank shooter with high 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 curves of difficulty 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 fast-paced, story-driven action game with rogue-lite encounters. Each challenge is unique, and the narrative always moves forward, win or lose

The game is being developed using Unreal Engine 5 by a team of 30 professionals for PC & consoles
Game Designer Duties
  • Held design ownership of the co-op game mode
  • Held responsibility for the overall feel of the game, including HUD, controls, camera behavior, and sounds
  • Was accountable for map implementation
  • Designed features and systems, such as mutators
PILGRIM
SOBAKA STUDIO
Game Description
Pilgrim is a 3D Metroidvania with survival elements. More details will be provided after the official announcement

The game is being developed using Unreal Engine 5 by a team of 10 professionals for PC & consoles
Game Designer Duties
  • Held design ownership of most systems, including random events, negative effects, triggers, organs, and various survival systems
  • Iterated on world-building to deliver a Metroidvania exploration experience
  • Designed and balanced crafts to fulfill both survival and exploration aspects
Producer Duties
  • Implemented Agile and Scrum methodologies, aligning them with the company's core values
  • Planned sprints and milestones based on stakeholder requests and the team's velocity
  • Day-to-day management of the development team sized up to 8 people
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

Engine: Unity
Team Size: ~7
Platform: Mobile
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
Producer 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