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Bondar
Game designer
- City of residence:
- Kyiv
- Ready to work:
- Remote
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Yegor Bondar
LinkedIn · [open contact info ](look above in the "contact info" section) · [open contact info ](look above in the "contact info" section) · Kyiv, Ukraine
SENIOR GAME / TECHNICAL DESIGNER
Senior Game / Technical Designer with 15+ years of experience across mobile F2P and AAA titles.
Specializes in core/meta systems design, prototyping, level design, AI behavior and encounter design,
UI/UX, technical documentation, and cross-functional communication between design, art, engineering
and management teams. Hands-on experience with the Unity3D, CryEngine, Ubisoft GameBox, 4A Engine,
C# and visual scripting systems supports rapid prototyping and close collaboration with developers.
SKILLS
Game Design: Core & Meta Systems · Game Mechanics · Level Design · UI/UX · Prototyping · R&D
Production: Decomposition & Estimation · Pitches · Planning · Roadmaps · Technical Documentation ·
Cross-functional Communication · Design Team Management
Technical: Unity3D · CryEngine · Ubisoft GameBox · 4A Engine · C# · Visual Scripting
PROFESSIONAL EXPERIENCE
Senior Game Designer — Room8 | 01.2022 – 07.2025
Dogami — mobile pet simulator with NFT components; unannounced F2P RTS for mobile
• Decomposed game designs, estimated features, prepared pitches and documentation.
• Designed core and meta game features.
• Facilitated communication across development, art, management and external teams.
• Contributed to the pitch process for core/meta features, reducing time from concept to approval and
accelerating production kickoff.
Game Designer / Technical Writer — Murka | 08.2020 – 10.2021
Scatter Slots — F2P slot-machine game
• Designed and balanced meta-game features, supported by technical documentation.
• Designed automation tools.
• R&D and implementation of a subsystem that decreased churn rate by 12–15%, depending on the user
cohort and had a positive effect on project metrics like ACL and LTV.
Senior Game Designer — QubitLabs | 08.2018 – 07.2020
My Nanoworld — F2P mobile city builder with supply chains
• Designed core and meta game features.
• Created technical templates and specifications for art / code teams. Production / release roadmaps.
• Managed two design team members.
• Covered producer-level oversight of technical and art workstreams during a two-month contractor
handover, keeping the project on schedule without hiring a dedicated supervisor.
Senior Game Designer — SeriousCake | 02.2016 – 02.2017
Age of Phoenix: Wind of War — F2P RTS for mobile
• Designed tools, features, core / meta systems and supported production.
• Prepared documentation for art and client/server development teams.
• Managed a team of two game designers and two QA testers.
• Designed and integrated UI production and QA pipelines that enabled the development of 120+ UI
components
Senior Level Designer / Scriptwriter — Apps Ministry | 06.2014 – 04.2015
Slugterra: Dark Waters — third-person action game for mobile
• Designed and prototyped levels, tutorials and cutscenes using Unity3D and C#.
• Tuned AI agents and maintained design documentation.
• Developed and implemented a pipeline for cutscene production.
Senior Game / Technical Designer — Whale Rock Games | 10.2013 – 04.2014
We Are the Dwarves — third-person tactical RPG
• Designed tools, core systems and maintained design documentation.
• Scheduled task list for programmers.
• Migrated the project from a hex-based turn-based system to real-time AI navigation with an active-
pause system, reducing technical complexity and scope while keeping the project on schedule.
Senior Game Designer / Scriptwriter — Bristar | 06.2011 – 09.2013
Universinet — educational web portal for kids.
• Designed and developed educational games, including gameplay prototypes and UI scripting.
Unannounced F2P RTS for mobile.
• Designed core loops, mechanics, systems, and levels.
• Provided technical design and development support using Unity3D and C#.
• Scheduled art and code task lists.
EARLIER CAREER
4A Games — Game / Level Designer, Metro: Last Light (2010 - 2011)
Ubisoft — Level Designer, Tom Clancy’s H.A.W.X.2 (2010)
Crytek — Game / Level Designer, Warface (2008-2009)
UDC — Game Designer / QA, Heart of Eternity (2007–2008)
Kyiv’s Games / Monte Cristo Games — Tester / Level Designer / QA, Silverfall and CitiesXL (2006–2007)
Electronic Paradise — Game Designer, English with Uncle Fyodor (2005–2006)
EDUCATION
Taras Shevchenko National University of Kyiv — Master’s Degree, Philosophy | 2000–2005
LANGUAGES
Ukrainian — Native · English — Upper-Intermediate (B2)
REFERENCES
Portfolio link
LinkedIn · [
SENIOR GAME / TECHNICAL DESIGNER
Senior Game / Technical Designer with 15+ years of experience across mobile F2P and AAA titles.
Specializes in core/meta systems design, prototyping, level design, AI behavior and encounter design,
UI/UX, technical documentation, and cross-functional communication between design, art, engineering
and management teams. Hands-on experience with the Unity3D, CryEngine, Ubisoft GameBox, 4A Engine,
C# and visual scripting systems supports rapid prototyping and close collaboration with developers.
SKILLS
Game Design: Core & Meta Systems · Game Mechanics · Level Design · UI/UX · Prototyping · R&D
Production: Decomposition & Estimation · Pitches · Planning · Roadmaps · Technical Documentation ·
Cross-functional Communication · Design Team Management
Technical: Unity3D · CryEngine · Ubisoft GameBox · 4A Engine · C# · Visual Scripting
PROFESSIONAL EXPERIENCE
Senior Game Designer — Room8 | 01.2022 – 07.2025
Dogami — mobile pet simulator with NFT components; unannounced F2P RTS for mobile
• Decomposed game designs, estimated features, prepared pitches and documentation.
• Designed core and meta game features.
• Facilitated communication across development, art, management and external teams.
• Contributed to the pitch process for core/meta features, reducing time from concept to approval and
accelerating production kickoff.
Game Designer / Technical Writer — Murka | 08.2020 – 10.2021
Scatter Slots — F2P slot-machine game
• Designed and balanced meta-game features, supported by technical documentation.
• Designed automation tools.
• R&D and implementation of a subsystem that decreased churn rate by 12–15%, depending on the user
cohort and had a positive effect on project metrics like ACL and LTV.
Senior Game Designer — QubitLabs | 08.2018 – 07.2020
My Nanoworld — F2P mobile city builder with supply chains
• Designed core and meta game features.
• Created technical templates and specifications for art / code teams. Production / release roadmaps.
• Managed two design team members.
• Covered producer-level oversight of technical and art workstreams during a two-month contractor
handover, keeping the project on schedule without hiring a dedicated supervisor.
Senior Game Designer — SeriousCake | 02.2016 – 02.2017
Age of Phoenix: Wind of War — F2P RTS for mobile
• Designed tools, features, core / meta systems and supported production.
• Prepared documentation for art and client/server development teams.
• Managed a team of two game designers and two QA testers.
• Designed and integrated UI production and QA pipelines that enabled the development of 120+ UI
components
Senior Level Designer / Scriptwriter — Apps Ministry | 06.2014 – 04.2015
Slugterra: Dark Waters — third-person action game for mobile
• Designed and prototyped levels, tutorials and cutscenes using Unity3D and C#.
• Tuned AI agents and maintained design documentation.
• Developed and implemented a pipeline for cutscene production.
Senior Game / Technical Designer — Whale Rock Games | 10.2013 – 04.2014
We Are the Dwarves — third-person tactical RPG
• Designed tools, core systems and maintained design documentation.
• Scheduled task list for programmers.
• Migrated the project from a hex-based turn-based system to real-time AI navigation with an active-
pause system, reducing technical complexity and scope while keeping the project on schedule.
Senior Game Designer / Scriptwriter — Bristar | 06.2011 – 09.2013
Universinet — educational web portal for kids.
• Designed and developed educational games, including gameplay prototypes and UI scripting.
Unannounced F2P RTS for mobile.
• Designed core loops, mechanics, systems, and levels.
• Provided technical design and development support using Unity3D and C#.
• Scheduled art and code task lists.
EARLIER CAREER
4A Games — Game / Level Designer, Metro: Last Light (2010 - 2011)
Ubisoft — Level Designer, Tom Clancy’s H.A.W.X.2 (2010)
Crytek — Game / Level Designer, Warface (2008-2009)
UDC — Game Designer / QA, Heart of Eternity (2007–2008)
Kyiv’s Games / Monte Cristo Games — Tester / Level Designer / QA, Silverfall and CitiesXL (2006–2007)
Electronic Paradise — Game Designer, English with Uncle Fyodor (2005–2006)
EDUCATION
Taras Shevchenko National University of Kyiv — Master’s Degree, Philosophy | 2000–2005
LANGUAGES
Ukrainian — Native · English — Upper-Intermediate (B2)
REFERENCES
Portfolio link
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