Тімур
Game designer
- Considering positions:
- Game designer, Concept Designer, Менеджер проєктів
- Age:
- 19 years
- City:
- Sumy
Contact information
The job seeker has entered a phone number and email.
Name, contacts and photo are only available to registered employers. To access the candidates' personal information, log in as an employer or sign up.
You can get this candidate's contact information from https://www.work.ua/resumes/14874679/
Uploaded file
This resume is posted as a file. The quick view option may be worse than the original resume.
Game Designer
Ukraine
Open to full-time work, freelance projects
[
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
Similar candidates
-
Гейм-дизайнер
Sumy, Kyiv, Remote -
Гейм-дизайнер
Sumy, Remote -
Гейм-дизайнер
Sumy, Remote -
Гейм-дизайнер
100000 UAH, Sumy, Remote