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Game designer

Considering positions:
Game designer, Concept Designer, Менеджер проєктів
Age:
19 years
City:
Sumy

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Timur L
Game Designer
Ukraine
Open to full-time work, freelance projects

[open contact info](look above in the "contact info" section) · github.com/coLoLrizer · github.com/coLoLrizer/PORTFOLIO ·
youtube.com/@thecolorizer4938

Seeking: Game Designer · Systems Designer · Combat Designer · Game balance · Gameplay Designer

SUMMARY
coLoLrizer — Combat & Systems Designer
Specialization: Combat Systems, Boss Encounters, Ability Mechanics
Every system I build, I try to exploit first. I design boss fights and ability systems by playing against my own
assumptions — checking dodge windows against real player stats, finding the exploit before a player
would, and not calling a mechanic done until I've genuinely failed to break it.

SKILLS & TOOLS
Game Design Documents · Game Design · Systems Design · Game Balance · Manual Game Testing · Prototyping ·
Combat Design

EXPERIENCE

Solo Game Designer & Developer JUN 2026 - JUN 2026
CrazyGames × Construct Game Jam

Designed and built a fully deterministic two-phase boss fight solo in 4 days for the CrazyGames ×
Construct Game Jam — first time using Construct 3. Covered mechanic design, encounter scripting, and
combat tuning end-to-end as a solo entry.

Game & Systems Designer MAR 2026 - MAY
2026
CurseForge New Worlds Modding Contest — Blightfall: Crimson Veil

Took on de facto design leadership on a 7–8 person volunteer team building a Hytale mod for the
CurseForge New Worlds Modding Contest — writing the GDD, establishing core design pillars, and designing
the boss encounter and progression systems, without formal production authority.

Game Designer OCT 2025 - PRESENT
No Name Games · Remote (Anywhere)

Systems Designer at No Name Games. Worked across shifting project directions — from a
snowboarding trick system to a turn-based match-3 game that evolved into a roguelike set around a Tower
of Babel concept. Designed and balanced trick mechanics, created weapon and enemy content, contributed
to encounter design, and worked within a team development pipeline on an evolving project.

hitmarker.net/timurlepiostkin 1/3
Combat & Systems Game Designer JUN 2025 - PRESENT
Independent Portfolio Work

Independent combat/systems design portfolio work, ongoing since mid-2025: All cases
avaliable on Github
Crimson Witch — A simple resource idea — a limited potion pool the boss has to keep re-brewing —
grew into a full unique encounter with a systemic impact on the game world.
Reviewed by a Senior Game Designer at Blizzard Entertainment

Monolith Orbit Recast — Technical Ability Design: A real implementation case study for an orbital
combat ability — solving concrete technical problems as they came up

Telekinetic class (Mind Breaker, Elementalist, Defender) — three-archetype community class
design, with Mind Breaker as the most developed archetype so far; interconnected damage-type
systems, prototyped mechanics, and balance checks between original archetypes.

Orbital Strike — Iterative Design Case Study: Evolution of a single ability across three design
contexts — fantasy, prototype, and MMO-ready — covering terrain-dependency analysis, UX/balance
trade-offs, and platform-specific constraints

Concept Designer DEC 2024 - MAY
2025
Arhea Project

Freelance concept design work for Arhea, an MMO-RPG with roguelike elements — generated and
documented a large volume of content concepts (spells, weapons, shields, consumables) with names,
descriptions, and rough stat direction, as an early-stage ideation pass.

EDUCATION

Bachelor's Degree in Automation, Computer-Integrated Technologies, and 2024

Robotics
Sumy State University
Focusing on system modeling, control algorithms, and hardware-software integration.
Applying engineering concepts to software prototyping, systems logic, and interactive
mechanics design.

PROJECTS

github.com/coLoLrizer/PORTFOLIO

PUBLICATIONS

LinkedIn · Case Study · Feb 2026
Technical game design breakdown and video demonstration of the "Monolith" ability. Covered quadrant-
based world division, dual-tangent orbit trajectory math, and solving camera rotation issues (4.2k+
impressions).

LinkedIn · Article · Mar 2026
Design essay on scope management, cutting mechanics due to engine pipeline constraints, and adapting
complex 3D concepts into constrained environments (3.7k+ impressions).

SERVICES

Weapon & Item Concept Design
I'll design individual weapons, items, or equipment tailored to your game's fantasy, mechanics, and lore —
covering stats, unique effects, and a short doc on how each piece integrates with your existing systems.

hitmarker.net/timurlepiostkin 2/3
Rapid Concept Generation (Weapons, Items, Abilities etc)
I'll generate a large volume of content concepts — weapons, spells, items, enemies — with names, short
effect descriptions, and rough stat direction. Good for early ideation passes when you need to explore a
design space quickly.

hitmarker.net/timurlepiostkin 3/3

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