Game designer with 5+ years of experience developing commercial mobile and PC titles. My work spans gameplay systems, progression, narrative design, and production documentation, with a focus on turning high-level concepts into features that teams can implement. Outside games, I'm a published fiction writer (*Druzhba Narodov*, *ROAR*), which gives me a strong foundation in narrative structure, dialogue, and worldbuilding without losing sight of gameplay-first design.
SYSTEM DESIGN
NARRATIVE DESIGN
UX/UI DESIGN
WRITING
UNITY
FIGMA
An inventory management system where grid cells become modified as a result of player narrative decisions.
open>Economy and probability model for a character-collection game: rarity distribution, pity mechanics, pull-value calculations, progression pacing.
open>Twine narrative prototype featuring branching dialogue, state-based storytelling, skill checks, inventory mechanics and consequence-driven player choices.
open>Original tabletop RPG framework used for translating Monsterhearts 2 TTRPG system.
open>