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
  • Designed procedural generation systems.
  • Designed rogue-lite gameplay mechanics, including power-ups, random events, combat modifications, etc.
  • Significantly improved the balance pipeline and balanced all core systems.
  • Designed encounters and the final boss.
  • Contributed to post-release patches.
  • Established regular playtests.
  • Supported many other areas of design.
Game Designer
My Contribution
My Contribution
Steam
Steam
Pilgrim
GAME
DUTIES
Pilgrim is a third-person Metroidvania with survival elements.
Description
The game was developed in Unreal Engine 5 by a small team of professionals for PC and consoles.
General Info
  • Introduced Agile processes that fit the studio’s values and improved team workflows.
  • Planned sprints and milestones around project needs, stakeholder requests, and team velocity.
  • Handled day-to-day management of the development team.
Team Lead
My Contribution [NDA]
My Contribution [NDA]
DUTIES
  • Owned core gameplay systems, including crafting, upgrades, random events, trading, and survival mechanics.
  • Designed Metroidvania-style progression, including movement abilities, lockpicking, mechanisms, and other area-specific features.
  • Balanced crafting and survival systems to maintain exploration pacing and tension.
Game Designer
Streets of Voidsk
GAME
Streets of Voidsk is a surreal first-person Metroidvania set in an apocalyptic city Voidsk.

Description
A small personal Unreal Engine 5 project I worked on for several months to improve my technical skills and Blueprint knowledge.
General Info
Technical Breakdown
Technical Breakdown
MECHANICS
  • Inventory system
  • Several enemies
  • Day and night cycle
  • Locked and barricaded doors
  • User Interface
  • Dialogue system
  • Several world states stored in sub-levels
  • Ranged weapons
I Prototyped
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
My Contribution
My Contribution
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
Read More
Read More
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
  • Designed procedural generation systems.
  • Designed rogue-lite gameplay mechanics, including power-ups, random events, combat modifications, etc.
  • Significantly improved the balance pipeline and balanced all core systems.
  • Designed encounters and the final boss.
  • Contributed to post-release patches.
  • Established regular playtests.
  • Supported many other areas of design.
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 core gameplay systems, including crafting, upgrades, random events, trading, and survival mechanics.
  • Designed Metroidvania-style progression, including movement abilities, lockpicking, mechanisms, and other area-specific features.
  • Balanced crafting and survival systems to maintain exploration pacing and tension.
Team Lead Duties
  • Introduced Agile processes that fit the studio’s values and improved team workflows.
  • Planned sprints and milestones around project needs, stakeholder requests, and team velocity.
  • Handled day-to-day management of the development team.
Streets of Voidsk
Personal Project
Game Description
Streets of Voidsk is a surreal first-person Metroidvania set in an apocalyptic city Voidsk. A small personal Unreal Engine 5 project I worked on for several months to improve my technical skills and Blueprint knowledge.
I Prototyped
  • Inventory system
  • Several enemies
  • Day and night cycle
  • Locked and barricaded doors
  • User Interface
  • Dialogue system
  • Several world states stored in sub-levels
  • Ranged weapons
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