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Тетяна

Game designer

Age:
35 years
City of residence:
Lutsk
Ready to work:
Remote

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TETIANA HROHOL
Game Designer (Match-3)
Lutsk, Ukraine | Remote | Open to Relocation | [open contact info](look above in the "contact info" section) | LinkedIn | Portfolio

PROFILE
Game Designer with 5+ years of experience in Match-3 development, contributing to live mobile games from prototype to live operations.
Experienced in mechanic design, gameplay documentation, competitive research, feature evaluation, AI-assisted design workflows, and production
tool improvement. Combined Game Design and Level Design expertise allows me to approach game systems from both player experience and
content production perspectives. Contributed to Aqua Match throughout its full development cycle, helping shape gameplay systems, design
processes, and internal tools.

HIGHLIGHTS
● Contributed to the design and evaluation of 5+ Match-3 mechanics
● Participated in development of released mechanics including Color Conveyor, Dragon Storage, Cauldron, and Tower
● Conducted gameplay research that influenced design decisions across multiple company projects
● Led Level Editor improvement initiatives from requirements gathering to feature acceptance
● Created rule systems for AI-powered mechanic ideation tools
● Presented gameplay research and design recommendations to producers and cross-project stakeholders
● Designed and balanced 5,700+ Match-3 levels across commercial projects

EXPERIENCE
Zagrava Studios | Level Designer → Senior Level Designer (2021–2026)
Game Design & Mechanics
● Contributed to design discussions, evaluation, and development reviews of 5+ Match-3 mechanics.
● Authored gameplay documentation covering mechanic logic, collision matrices, element interactions, booster behavior, balancing settings, and
editor requirements.
● Evaluated gameplay prototypes and provided design feedback on clarity, usability, player experience, and implementation quality.
● Created prototype levels to validate mechanic behavior and gameplay scenarios before release.
● Regularly proposed new mechanic concepts, themes, and gameplay ideas during ideation sessions.
Research & Product Analysis
● Conducted deep comparative analysis of leading Match-3 games and competitors.
● Researched cascade behavior, tile-fall systems, generator mechanics, booster deployment logic, and bonus generation systems.
● Presented research findings through reports and live presentations to producers and cross-project stakeholders.
● Delivered recommendations contributing to updates of cascade behavior, generator logic, bonus generation systems, and pre-game booster
targeting rules.
AI & Tool Design
● Designed and maintained rule systems for an AI-powered mechanic ideation assistant, defining generation constraints, gameplay principles, and
evaluation criteria.
● Led Level Editor improvement initiatives from requirement gathering through implementation and acceptance.
● Collected designer feedback, maintained feature backlogs, coordinated with engineers, tested functionality, and approved completed solutions.
Playrix | Senior Level Designer (2026)
● Designed and balanced 700+ Gardenscapes levels.
● Analyzed ML-bot simulations and gameplay metrics to maintain target difficulty targets.
● Developed automation solutions that reduced repetitive production workload.
● Created gameplay guidelines and references for new mechanics.

SKILLS
● Game Design: Match-3 Mechanics Design, Feature Design, Gameplay Documentation, Competitive Analysis, Mechanic Evaluation, AI-Assisted
Design, UX for Internal Tools
● Live Game Development: LiveOps, Player Progression, Difficulty Balancing, Player Segmentation, Gameplay Research
● Tools: Unity, Python, Google Sheets, Coda, Azure DevOps (VSO), ChatGPT, Claude
LANGUAGES
● Ukrainian (Native) | English (B2)

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