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Serhii

Game developer

Considering positions: Game developer, Game designer, Unreal Engine розробник, Unity 3D-програміст
Age: 28 years
City of residence: Zaporizhzhia
Ready to work: Remote
Considering positions:
Game developer, Game designer, Unreal Engine розробник, Unity 3D-програміст
Age:
28 years
City of residence:
Zaporizhzhia
Ready to work:
Remote

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SERHII BILYK
GA ME D E S I GN E R — S Y S T E MS & P R OT OT Y P I N G

CONTACT
Phone: [open contact info](look above in the "contact info" section) Languages: EN (W: Interm./S: Basic); UA/RU - Native; CZ - Basic
Email: [open contact info](look above in the "contact info" section) Game page: Brutal Management (Steam)
Location: Czech Republic (remote preferred) Portfolio: LinkedIn (featured gameplay)

PROFESSIONAL SUMMARY
Game Designer working directly in UE Blueprints to build systems that scale, behave predictably to the
player, and evolve through iterative implementation. I design systems where the player-felt experience is
treated as the main success metric, ensuring that mechanics reinforce that outcome intentionally and
consistently. Experienced in owning features from concept and documentation through iteration, balancing,
and implementation—resulting in cohesive, structured, and meaningful gameplay.

CORE DESIGN SKILLS TECHNICAL SKILLS
Feature ideation & original mechanics UE5 Blueprints (advanced)
Systemic gameplay structuring & iteration Unity prototypes & feature implementation (C#)
Player-felt experience as core design metric Implementing complete gameplay feature slices
Pacing, difficulty ramp-up & reward alignment State machines & multi-layer animation logic
Economy & progression logic Physics-based interaction systems
Event-driven NPC behaviors UI logic & contextual prompts
Feature documentation & flow breakdowns Save/load systems & persistence
Animation-dependent gameplay feel Data-table-based balancing
Clear player feedback loops Debugging cross-system dependencies

TOOLS & PIPELINE
Notion / Google Docs — documentation & iteration notes
Google Sheets — progression values & balancing
Miro — visual planning & reference boards
OBS — gameplay capture
Basic versioning discipline

PROJECT EXPERIENCE
Brutal Management — Independent Game Project | 2024 – Present
Designing core gameplay systems and building prototypes to validate mechanics, NPC reactions, and
interaction feel. Created physics-based object interactions, early NPC behavioral states, and reusable
Blueprint logic supporting feature iteration. Documented feature intentions and flows to guide further
development.

Additional Projects (Unity, C#) | 2022 - 2024
Worked on multiple gameplay prototypes including hypercasual and idle-style mechanics. Implemented core
loops, UI interactions, and retention-oriented progression at prototype stage. Two prototypes were released
to Google Play; one test-evaluated by publisher Voodoo for engagement potential.

EDUCATION
Self-directed learning — Game Design & Unreal Engine,
with prior Unity prototyping (2022–Present)

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