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- Kyiv, Remote
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Cherniavskyi Oleksandr
Junior Game Designer
[open contact info ](look above in the "contact info" section) / [open contact info ](look above in the "contact info" section) / LinkedIn
Ukrainian Native / English B2 / Russian C1
F3 Computer Science Student / Third Year / KROK University
Skills
Design:
● Gameplay Systems Design
● Game Design Documentation
● Core Loop & Progression Design
● Game Balance Design
● Narrative Design & Worldbuilding
● Level Design
● Player Experience Design
QA/QC:
● PC Hardware Architecture
● Software Testing Lifecycle (STLC)
● Performance Benchmarking
● Bug Tracking
● Playtesting & Iteration
Soft Skills:
● Team Management & Leadership
● Strong Communication Skills
● Proactivity & Initiative
● Problem-Solving & Resourcefulness
● Time Management & Prioritization
● Deep Gaming Background (12+ years)
Projects
DICEBYTE / Lead Game & Narrative Designer (Mar - Jun 2026)
● Architected the core gameplay systems, designing probability-based mechanics, progression
models, risk-reward dynamics, and balancing strategies to support long-term player
engagement.
● Created and maintained a 75+ page Game Design Document covering gameplay,
progression, balancing, and narrative content.
● Designed and balanced 40+ roguelike modifiers to support progression, build variety, and
player decision-making.
● Conceived and developed the game's complete narrative vision, creating the story structure,
worldbuilding, character arcs, and produced 2,500+ words of dialogue while ensuring
consistency across the entire player experience.
The Uroboros Edge / Lead Game Designer (KAI GameJam, Aug 2026)
● Designed the core gameplay loop centered around vertical progression, resource
management, and Tetromino-based puzzle design across 5+ level segments.
● Created and maintained the Game Design Document, including mechanics, onboarding flow,
progression, and player experience goals within 8 hours.
● Worked directly within Unity, leveraging AI-assisted development to quickly fix gameplay
bugs, adjust parameters, and polish user experience
● Led a 4-person multidisciplinary team during a 72-hour Game Jam, iterating on gameplay
through multiple playtesting sessions.
Halfway Up / Narrative Designer (Ukrainian Visual Novel Jam, Jul - Aug 2025)
● Created the narrative framework for a visual novel, including 3 chapters, 3 major characters,
and an original thematic direction.
● Defined creative vision and provided art direction feedback to a 4-person team, aligning visual
assets with narrative goals and emotional beats
Pet projects
Word Solitaire Feature Design / Game Designer (Aug 2026)
● Designed a retention-focused progression mechanic for a mobile puzzle game, introducing
streak-based rewards, collectible progression, and enhanced player feedback systems.
● Produced a complete feature design document covering game design, level integration,
tutorial flow, monetization, UX, balancing, and production requirements.
● Defined developer and art pipelines, creating implementation specifications, UI concepts,
reward structures, and content requirements for cross-functional teams.
Tools
Project Management
● Jira (XRay)
● GitHub
● Miro
● Google Workspace
● MS Office Package
Game Engines & Audio
● Unity
● Roblox Studio
● FMOD
Visuals
● Photoshop
● Figma
● Aseprite
Hardware & Performance Benchmarking
● MSI Afterburner + RTSS
● GPU-Z
● CPU-Z
● Windows Event Viewer
Junior Game Designer
[
Ukrainian Native / English B2 / Russian C1
F3 Computer Science Student / Third Year / KROK University
Skills
Design:
● Gameplay Systems Design
● Game Design Documentation
● Core Loop & Progression Design
● Game Balance Design
● Narrative Design & Worldbuilding
● Level Design
● Player Experience Design
QA/QC:
● PC Hardware Architecture
● Software Testing Lifecycle (STLC)
● Performance Benchmarking
● Bug Tracking
● Playtesting & Iteration
Soft Skills:
● Team Management & Leadership
● Strong Communication Skills
● Proactivity & Initiative
● Problem-Solving & Resourcefulness
● Time Management & Prioritization
● Deep Gaming Background (12+ years)
Projects
DICEBYTE / Lead Game & Narrative Designer (Mar - Jun 2026)
● Architected the core gameplay systems, designing probability-based mechanics, progression
models, risk-reward dynamics, and balancing strategies to support long-term player
engagement.
● Created and maintained a 75+ page Game Design Document covering gameplay,
progression, balancing, and narrative content.
● Designed and balanced 40+ roguelike modifiers to support progression, build variety, and
player decision-making.
● Conceived and developed the game's complete narrative vision, creating the story structure,
worldbuilding, character arcs, and produced 2,500+ words of dialogue while ensuring
consistency across the entire player experience.
The Uroboros Edge / Lead Game Designer (KAI GameJam, Aug 2026)
● Designed the core gameplay loop centered around vertical progression, resource
management, and Tetromino-based puzzle design across 5+ level segments.
● Created and maintained the Game Design Document, including mechanics, onboarding flow,
progression, and player experience goals within 8 hours.
● Worked directly within Unity, leveraging AI-assisted development to quickly fix gameplay
bugs, adjust parameters, and polish user experience
● Led a 4-person multidisciplinary team during a 72-hour Game Jam, iterating on gameplay
through multiple playtesting sessions.
Halfway Up / Narrative Designer (Ukrainian Visual Novel Jam, Jul - Aug 2025)
● Created the narrative framework for a visual novel, including 3 chapters, 3 major characters,
and an original thematic direction.
● Defined creative vision and provided art direction feedback to a 4-person team, aligning visual
assets with narrative goals and emotional beats
Pet projects
Word Solitaire Feature Design / Game Designer (Aug 2026)
● Designed a retention-focused progression mechanic for a mobile puzzle game, introducing
streak-based rewards, collectible progression, and enhanced player feedback systems.
● Produced a complete feature design document covering game design, level integration,
tutorial flow, monetization, UX, balancing, and production requirements.
● Defined developer and art pipelines, creating implementation specifications, UI concepts,
reward structures, and content requirements for cross-functional teams.
Tools
Project Management
● Jira (XRay)
● GitHub
● Miro
● Google Workspace
● MS Office Package
Game Engines & Audio
● Unity
● Roblox Studio
● FMOD
Visuals
● Photoshop
● Figma
● Aseprite
Hardware & Performance Benchmarking
● MSI Afterburner + RTSS
● GPU-Z
● CPU-Z
● Windows Event Viewer
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