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Тарас
Гейм-дизайнер
- City of residence:
- Odesa
- Ready to work:
- Remote
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GAVVA TARAS
Bratislava / Remote
[open contact info ](look above in the "contact info" section) | [open contact info ](look above in the "contact info" section)
LinkedIn: [open contact info ](look above in the "contact info" section)
SUMMARY
Game and Gameplay Designer with practical experience in creating game mechanics, balance, asymmetric gameplay,
and digital board games in Unreal Engine 5 and Unity. Technical background in Cybernetics (STU Bratislava) helps me
work with game logic, numbers, and prototyping. Experienced in building games from idea to playable MVPs, writing
GDDs, running playtests, and using AI tools to speed up design and development.
WORK EXPERIENCE
VR Mini-Games Developer & Designer | Educational VR Project July 2025 – November 2025
• Designed educational VR mini-games for schools and universities to improve interactive learning.
• Created initial gameplay ideas and interactive mechanics tailored for educational goals.
• Programmed playable prototypes from scratch in Unreal Engine 5 and Unity (C#) to test gameplay feel and
usability.
Game Designer & Co-Lead | Indie Horror Project January 2025 – April 2025
• Worked on a story-driven horror game set in a mysterious forest environment.
• Created the overall game design, main storyline, and lore for both the demo version and the full game.
• Gathered visual reference materials and mood boards to help concept artists understand the world layout.
• Co-managed and led the developer team together with another lead.
Gameplay Designer / Developer | Self-employed October 2024 – Present
• Cossacks and Robbers: 1-vs-3 asymmetric role split: guard defends gold behind amulet barrier, robbers must
break all amulets to breach it; balanced 6 variables across 6 playtest sessions.
• BilliardLife: 7 debuff states tied to body-part loss (lungs: constant aim shake; stomach: 50% power cap; eyes:
camera zoom drift); full cue-point selection enabling spin, backspin, bank shots; 10+ playtest sessions.
• Nogard: designed energy-zone combat mechanic to counter dominant passive strategies; rewrote rule system to
eliminate ambiguous interactions found during playtesting.
• Identified and documented ~20 bugs across projects (5 critical, 7 medium, 8 minor) tracked in Excel with
reproduction steps and fix status.
• Identified multiplayer session failure blocking playtesting functionality; isolated root cause through elimination,
restored functionality.
Game & Gameplay Designer | Ork Games Entertainment August 2023 – August 2024
• Worked on a post-apocalyptic survival PC/console game.
• Created core gameplay ideas, mechanics, and system rules.
• Designed and balanced player weapons, shooting feel, enemy types, and combat mechanics.
Gameplay Designer | DKPartner April 2021 – June 2023
• LifeCapital: designed object interaction system (pick-up, move, rotate, throw, card shuffle) to replicate physical
board game feel; 4 playtest sessions with 7 participants.
• Designed dice mechanic to feel genuinely random rather than a UI button press, critical for player trust in outcome
during training sessions.
• Conducted 2 rounds of UX redesign after playtesting with non-gamer business audience: simplified interface to
core actions, removed all non-essential controls.
• Designed shared information layer so all 7 participants see identical board state, enables group decision-making
central to the training format.
PROJECTS
• Cossacks and Robbers: 1-vs-3 asymmetric multiplayer, 6-variable balance system, UE5
• BilliardLife: 7 body-loss debuffs, full cue-point control, UE5
• Nogard: Original card game: energy-zone combat mechanic, rebalanced abilities, closed rule gaps
• LifeCapital: 7-player training simulator, host-driven board game design, UE5
EDUCATION
Slovenská technická univerzita v Bratislave | Cybernetics and Automation | 2022–Present
SKILLS
Gameplay & Game Design: Mechanics Prototyping, Asymmetric Balance, Weapon & Enemy Balance, Debuff
Systems, Game Ideas, GDD Writing, Playtesting & Iteration, Combat Design, Feature Documentation, UX/UI for Non-
Gamers, Cross-functional Communication
Engines: Unreal Engine 5 (Blueprints, basic C++, multiplayer basics), Unity (C#)
Tools & VR: VR Prototyping, LLM / AI Tools, Google Sheets, Excel, Miro, Notion, Jira / Confluence, Photoshop,
Blender, ZBrush basics, Git, SQL
Languages: Ukrainian (Native), Russian (Native), Slovak (B2), English (A2–B1)
Bratislava / Remote
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LinkedIn: [
SUMMARY
Game and Gameplay Designer with practical experience in creating game mechanics, balance, asymmetric gameplay,
and digital board games in Unreal Engine 5 and Unity. Technical background in Cybernetics (STU Bratislava) helps me
work with game logic, numbers, and prototyping. Experienced in building games from idea to playable MVPs, writing
GDDs, running playtests, and using AI tools to speed up design and development.
WORK EXPERIENCE
VR Mini-Games Developer & Designer | Educational VR Project July 2025 – November 2025
• Designed educational VR mini-games for schools and universities to improve interactive learning.
• Created initial gameplay ideas and interactive mechanics tailored for educational goals.
• Programmed playable prototypes from scratch in Unreal Engine 5 and Unity (C#) to test gameplay feel and
usability.
Game Designer & Co-Lead | Indie Horror Project January 2025 – April 2025
• Worked on a story-driven horror game set in a mysterious forest environment.
• Created the overall game design, main storyline, and lore for both the demo version and the full game.
• Gathered visual reference materials and mood boards to help concept artists understand the world layout.
• Co-managed and led the developer team together with another lead.
Gameplay Designer / Developer | Self-employed October 2024 – Present
• Cossacks and Robbers: 1-vs-3 asymmetric role split: guard defends gold behind amulet barrier, robbers must
break all amulets to breach it; balanced 6 variables across 6 playtest sessions.
• BilliardLife: 7 debuff states tied to body-part loss (lungs: constant aim shake; stomach: 50% power cap; eyes:
camera zoom drift); full cue-point selection enabling spin, backspin, bank shots; 10+ playtest sessions.
• Nogard: designed energy-zone combat mechanic to counter dominant passive strategies; rewrote rule system to
eliminate ambiguous interactions found during playtesting.
• Identified and documented ~20 bugs across projects (5 critical, 7 medium, 8 minor) tracked in Excel with
reproduction steps and fix status.
• Identified multiplayer session failure blocking playtesting functionality; isolated root cause through elimination,
restored functionality.
Game & Gameplay Designer | Ork Games Entertainment August 2023 – August 2024
• Worked on a post-apocalyptic survival PC/console game.
• Created core gameplay ideas, mechanics, and system rules.
• Designed and balanced player weapons, shooting feel, enemy types, and combat mechanics.
Gameplay Designer | DKPartner April 2021 – June 2023
• LifeCapital: designed object interaction system (pick-up, move, rotate, throw, card shuffle) to replicate physical
board game feel; 4 playtest sessions with 7 participants.
• Designed dice mechanic to feel genuinely random rather than a UI button press, critical for player trust in outcome
during training sessions.
• Conducted 2 rounds of UX redesign after playtesting with non-gamer business audience: simplified interface to
core actions, removed all non-essential controls.
• Designed shared information layer so all 7 participants see identical board state, enables group decision-making
central to the training format.
PROJECTS
• Cossacks and Robbers: 1-vs-3 asymmetric multiplayer, 6-variable balance system, UE5
• BilliardLife: 7 body-loss debuffs, full cue-point control, UE5
• Nogard: Original card game: energy-zone combat mechanic, rebalanced abilities, closed rule gaps
• LifeCapital: 7-player training simulator, host-driven board game design, UE5
EDUCATION
Slovenská technická univerzita v Bratislave | Cybernetics and Automation | 2022–Present
SKILLS
Gameplay & Game Design: Mechanics Prototyping, Asymmetric Balance, Weapon & Enemy Balance, Debuff
Systems, Game Ideas, GDD Writing, Playtesting & Iteration, Combat Design, Feature Documentation, UX/UI for Non-
Gamers, Cross-functional Communication
Engines: Unreal Engine 5 (Blueprints, basic C++, multiplayer basics), Unity (C#)
Tools & VR: VR Prototyping, LLM / AI Tools, Google Sheets, Excel, Miro, Notion, Jira / Confluence, Photoshop,
Blender, ZBrush basics, Git, SQL
Languages: Ukrainian (Native), Russian (Native), Slovak (B2), English (A2–B1)
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