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44 года
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Харьков
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“Alex Yegorenkov”
Senior Game Designer / Senior Game Producer

PERSONAL STATEMENT:

As soon as I saw my first videogame back in 1988, I realized this is what I want to make. Though being only 8
years old back then, I started inventing and programming my own games. In 1997, I started my real career as a
game designer for an indie startup. I’ve been working in commercial game development since 2006. I am the
industry veteran. My extensive working experience (20+ years) and wide spectrum of interests, along with
highly organized and passionate attitude, allowed me to participate in quite a few successful and demanding
projects in responsible senior roles of game designer, narrative designer, and game producer.

CORE SKILLS:

 Outstanding f2p & mobile UX expertise – been there from the very beginning
 Strong scripter and systems designer (RPG models, game economy, AI etc.)
 Strong narrative designer (storylines, characters, worldbuilding, etc.)
 Comprehensive knowledge of the games industry developed over 20 years in the business
 Experience in senior production roles (knowledge of the entire cycle of game production,
pipelines etc.)
 Excellent presentational and communicational skills, both verbal and graphic
 Ability to lead teams up to 50 individuals but also enjoy independent hands-on roles.
 Strong prototyping skills (Gamemaker Studio, Unity, Unreal Engine 4)
 Junior programming skills (C++, C#)
 Advanced knowledge of graphic design (Photoshop, Illustrator)
 Advanced knowledge of sound and video design (Sound Forge, Sony Vegas, Adobe Premiere)
 Able to learn new tools and processes very efficiently (technical background as a mathematician)

EDUCATION & QUALIFICATIONS:

Institute Course Grade Date
Kharkiv Applied Mathematics, Specialist 1997 – 2002
National Mechanics
University

TECHNICAL SKILLS:
Software Experience Software Experience
Unreal Engine 4 and 5 8 years Adobe InDesign 15 years
Unity 6 years Adobe Illustrator 15 years
Adobe Photoshop 15 years Vegas/Sound Forge 19 years

My portfolio with the most significant products I was a part of can be found here:

https://docs.google.com/document/d/18OzsgV5Psnkmg0fYMtu5zCZAarRZH9a5rJHJ-
RiGDAQ/edit?usp=sharing

My Top3 games of all time with comments may be found here:

https://docs.google.com/document/d/1fVymjhQvHcDq-TSIQi0_0dilUtKil-hU-
R5lo9_BWVQ/edit?usp=sharing

EMPLOYMENT HISTORY:

At this point I’m no longer seeking a corporate career. My present goal is to join a small friendly team which I
can call home. My dream job is a “garage inventor” kind of R&D – lots of interesting prototypes with good
commercial potential – or a full-cycle employment on a promising large-scale project.

Currently I’m studying C#. I’m still working on an MVP for my startup, mostly on my own.

March 2024 -- October 2024
BeSmart Games
Senior Game Designer

Been working on a quiz game with a small startup.

February 2022 -- February 2024
Smart Raven Studio
Senior Game Designer

Was trying to get a small indie studio off the ground.

March 2021 -- February 2022
HeroCraft
Lead Game Designer (Revival Recolonization)

This was my work on one of my dream projects of childhood come true (Revival relaunched). I contributed
greatly to the game's core systems in order to making the game into a gem that it is today. Had to quit due to
war.

March 2020 – June 2020
NEMOGames
Senior Game Designer (f2p, balance)

A small Kyiv studio I joined, one of many startups I tried of working with recently, a really promising one. My
job was to design advanced gameplay systems such as AI, RPG-styled balance, and fp2 economy. Sadly, we lost
financing due to the coronavirus pandemic.

November 2018 – February 2020
Freelance, Own studio
Consultant, GD

During this period I kept working as a freelance consultant on gamification, monetization, mobile UX, and
game economies, in parallel trying to build my own startup. No real luck on the latter (lost some money and a
few friends), so I started seeking employment in someone else’s startup for a change.
September 2016 – November 2018
Freelance, Writing
Narrative Designer, Writer

I dedicated the next two years to my writing career. During this period I wrote a number of books, both fiction
and non-fiction (on psychology and Agile), and built a huge international writing workshop (15K registered
members). I also saved some money in order to try launching my own studio.

May 2016 – September 2016
Paladin Studios (Netherlands)
Senior Product Owner
Amazing Katamari Damacy, Galaga Wars, Stormbound

My first and final (for now) attempt at working abroad. I was extremely overworked and didn’t earn that
much, so it didn’t last. I took part in a few interesting and notable projects though, in the roles of PO, balance,
lore, and f2p game designer.

- Galaga Wars (Paladin+Namco)
https://www.youtube.com/watch?v=MDSJjeY5YEI
- Amazing Katamari Damacy (Paladin+Namco)
https://www.youtube.com/watch?v=z1Vx2v16a5A
- Stormbound (Paladin+Kongregate)
https://www.youtube.com/watch?v=IbMIUmd3A-M

Aug 2015 – Nov 2015
Freelance
Game Designer
Cricket Manager, Hexagonia, PC

During this period, I worked for several of my former employers creating GDDs, technical
specifications and balance tables on demand.
 Adapted the existing (client’s) game vision in order to make it commercially viable
 Created the mechanics for two mobile titles: an RTS and a Cricket Manager simulator
 Designed UI and UX for both games
 Created economy and combat balance sheets for both games (xls)
 Created game story and universe for the strategy game (Hexagonia)

Mar 2014 – Aug 2015
Wargaming.net
Senior Game Designer
World of Warplanes, PC

During my employment at Wargaming, I was working on Atmosphere Design for World of
Warplanes.
 Led a team of 6 people (game designers, level designers and a sound designer) in order to
enhance the user’s atmospheric experience of the game
 Created and implemented scripts for in-game and externally produced cutscenes of
atmospheric nature (example - https://www.youtube.com/watch?v=_WzLBkMkt8M)
 Created various gameplay prototypes using Unreal Engine 4 to make sure the proposed
gameplay enhancements are viable
 Tweaked and enhanced various aspects of 3C (Camera, Controls, Character) collaborating
with special effects team to make sure the user experience is properly enhanced without
causing frustration
 Added bloodstains, oil stains, camera shakes and other damage effects to the game UI
 Collaborated with level designers to make sure the introductory parts of the game maps
(initial flight paths) have enhanced atmospheric value
 Created the script for a story-driven training mission

Mar 2013 – Jul 2013
Ciklum
Senior Game Designer
Blazing Silks, Venture Night, PC (Facebook)

At Ciklum, I worked with an American client on an unsuccessful f2p social project (horse racing
manager) and created a vision for a social game which is a mix of adventure, builder and casino
game.
 Managed a team of 4 developers and 2 artists
 Developed modifications to UI and UX of an existing social game (Blazing Silks) in order to enhance its
attractiveness and user-friendliness
 Developed a vision for Venture Night, an unique casino builder game with GTA feel

Mar 2010 – Mar 2013
Gameloft
Senior Producer
JAVA Creation and iOS Evolution teams, iPhone, iPad and Android

During my time at Gameloft, I combined my position of head of JAVA Creation team with assisting
roles in studio management and the evolution of released Gameloft’s iOS titles. For this role, I
combined my management capabilities with my game design skills.

 Managed a department involved in full cycle of game creation (a team of 9 to 19 people,
depending on the project).
 Designed and delivered Platinum Solitaire 3, a winner of pocketgamer’s Golden Award
(https://www.youtube.com/watch?v=WBeOpPXOi8Q), a solitaire casual game
 Designed and delivered Sid Meier’s Civilization V Mobile
(https://www.youtube.com/watch?v=IsD6irFkY_0), which included the work on AI
algorithms, narrative and mission design, scripting and lots of UI/UX related work
 Designed and delivered Texas Holdem Poker 3, the first game of this kind featuring a live
multiplayer (https://www.youtube.com/watch?v=iGhPm-C4CQw) and my first experience
in producing an F2P title, involving lots of work on retention and monetization
 Designed and delivered World At Arms, a city-builder and an RTS game
(https://www.youtube.com/watch?v=8L9kUSYkhqQ) with advanced F2P features
 Delivered monthly updates of the following iOS products:
- Fast Five iPhone (https://www.youtube.com/watch?v=UdLwbL7BxMc)
- NFL 2011 (https://www.youtube.com/watch?v=8ot0K42pqvs)
- Oregon Trail: American Settler (https://www.youtube.com/watch?v=dr8pCQWb7PM)
These quick update jobs mostly included tense people management; also some decisions
on monetization and atmospheric UI stuff

Feb 2008 – Mar 2010
G5 Entertainment AB
Producer
All kinds of native and outsourced deliveries of PC, iOS and Android games

The job in G5 was mostly about resolving the production issues on existing products, either created by G5
internally or outsourced to external teams, releasing them on tight schedule and organizing the post-release
support. Not much creative game design work here.
 Delivered Supermarket Mania (https://www.youtube.com/watch?v=AnK57ecKGSA), a
very successful PC, Android and iOS title of G5
 Delivered Virtual City (https://www.youtube.com/watch?v=8jdFnbzov-w) and Success
Story (https://www.youtube.com/watch?v=5PwSA_EiMZo), another two commercially
successful PC/iOS/Android titles of G5
 Delivered Yumsters 2 (https://www.youtube.com/watch?v=yTgH6bsJmWY), an externally
developed iOS title

Jun 2007 – Feb 2008
Self Employed
Screenwriter
Movies
I spent the time working in Moscow for several TV studios and moviemakers as a screenwriter.
May 2005 – Jun 2007

Program Ace
Game Designer, Project Manager
Native PC development and 3D art outsourcing
This was my first commercial game development experience.
 Designed Serpengo (http://www.bigfishgames.com/games/793/serpengo/) and Marbliss,
two commercially successful color-matching games published by LavaMind and BigFish
 Managed a team of 15 3D artists working on models and textures for FIFA 2007 by
Electronic Arts

LANGUAGES:

English – Fluent
Russian – Native
Ukrainian – Native
Czech, French – Beginner

PERSONAL INFORMATION

I was born on 11th of September, 1980, in Kharkiv, Ukraine. In 2002, I graduated from the Department of
Mechanics and Mathematics of Kharkiv National University with a specialist degree in Applied Mathematics
and Biomechanics. I worked as a medical research scientist (artificial heart) for 2 years, and then left in order
to pay more attention to game development which was (and is) my favorite field of experience.

Besides being familiar with the full cycle of game development, I’m also an accomplished literary writer with
screenwriting experience (movies), several published books & some unpublished etc. I’m also a great fan of
tabletop games, hardcore RPGs, wargames, and turn-based strategies.

REFERENCES:

Eugene Lysenko, ex Lead Producer at G5 Entertainment AB ([открыть контакты](см. выше в блоке «контактная информация»)

Dmitry Tarabanov, Creative Director at Gameloft ([открыть контакты](см. выше в блоке «контактная информация»)

Roman Nesin, Creative Director at Wargaming.net ([открыть контакты](см. выше в блоке «контактная информация»)

CONTACTS:

Email: [открыть контакты](см. выше в блоке «контактная информация»)
SkypeID: lyosha_skype
Phone/Telegram: [открыть контакты](см. выше в блоке «контактная информация»)

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