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Руслан

PMO, Lead, Senior producer, pm

City:
Kyiv

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Ruslan Didenko
Mobile: [open contact info](look above in the "contact info" section)
E-mail: [open contact info](look above in the "contact info" section)
Location: Kyiv, open for relocation
Languages: English, Ukrainian

Summary

• Experienced producer/projects lead with 20+ years of commercial game development
• Worked with teams from 5 to 120 people. Can set up the team from scratch
• Strong knowledge in shooters, both single player and multiplayer
• Game Design, Programming background

Experience

Head of production at Frogwares 2025-2026
The Sinking City 2 (2025-2026)
I joined the team when the project was already very deep into production, and a lot of work
was already done. However, the team was struggling with understanding how much work
remained and when the game would be ready for release.
https://www.youtube.com/watch?v=4-7z2HIYy64
- Evaluating game state, establishing validation criteria.
- Together with creative directors, reducing the remaining scope and fixing production priorities
- Introducing mid-term and long-term production schedule, helping the team with transition
into “game finalization” mode
- Risk management
- Guiding the key deliveries (2 demo versions, 3 SKUs in parallel)

Studio Head/Head of production at Vostok Games 2012-2025
Forest Reigns (2019-2025)
Forest Reigns is an emergent FPS set in post-apocalyptic Paris overrun by an evolving forest and
its deadly creatures. I led the project from early concepts to the alpha stage. Unfortunately,
with the war in Ukraine and the overall bad situation in the game industry, we could not find
additional resources to finish the game. Production stopped in late spring 2025.
https://www.youtube.com/watch?v=sjLazWDaWH0
- Game vision and creative leadership
- High-level production planning, production schedule, team structure
- Communication with investors

Unannounced NDA shooter game (2020)
- Game vision, pitch creation and presentation based on one of the existing publisher IP
- Production planning, team management
- Project was stopped after the VS stage due to desired quality/required budget not fitting the
publisher’s expectation

Arena mode for PUBG (2018-2019)
- Game mode idea and production planning
- Set up and oversee development team

Fear the Wolves (2017-2018)
- Game vision and creative leadership
- High-level production planning, production schedule, team structure
- Communication with publisher

Project Fuel for Darewise Entertainment (WFH) (2017)
- Leading team through switching into UE from proprietary engine production
- Prototype production planning
- Day to day team management
- Communication with external stakeholders

Survarium (2012-2017)
- Game vision and creative leadership
- High-level production planning, production schedule, team structure
- Life service operation

Lead Producer at GSC Game World 2008-2011
S.T.A.L.K.E.R. 2 (canceled December 2011)
- Game vision and creative leadership
- High-level production planning, production schedule, team structure
- Game was canceled during preproduction due to change in studio owner’s priorities

S.T.A.L.K.E.R.: Call of Pripyat (released October 2009)
- Game vision and creative leadership
- High-level production planning, production schedule, team structure
- Implement changes in the production pipeline to dramatically speed up delivery (9months for
entire production)

Lead Game Designer at GSC Game World 2007-2008
S.T.A.L.K.E.R.: Clear Sky (released August 2008)
- Mission planning and design
- Oversee team of level designers and game scripters
- Faction war system design and implementation

Game Programmer at GSC Game World 2004-2007
S.T.A.L.K.E.R.: Shadow of Chernobyl (released March 2007)
- level scripting toolset
- life simulation implementation (camp behavior, reaction to player)
- coordination of external QA team.

Education

Computer science
Odessa State Polytechnic University 1997 – 2002

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