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Віталій

Гейм-дизайнер

Возраст:
34 года
Город проживания:
Львов
Готов работать:
Львов, Удаленно

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Соискатель указал телефон и LinkedIn.

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GAME DESIGNER LinkedIn

Lviv, Ukraine

SUMMARY
Game Designer with 8+ years of experience in casual and hybridcasual mobile games, specializing in
gameplay systems, progression, level design, live events, economy balancing, and content production
pipelines.
TECHNICAL SKILLS
Level Design LiveOps & Event Design Gameplay Balancing & Iteration
UI/UX Design Core Loop & Mechanics Design Content Design & Production
Retention & Engagement Systems QA, Polish, Debugging Cross-team Collaboration

PROFESSIONAL EXPERIENCE

Game Designer, Tatem Games | 2024 - Present
Sort Dash - Match Color Puzzle | Hybridcasual Puzzle | Soft Launch / LiveOps
Worked closely with the Product Owner on developing a puzzle game based on an existing core
mechanic.
Participated in production planning, feature prioritization, and task preparation for developers and artists.
Created gameplay documentation for core systems, features, UI, economy changes, and liveops content.
Designed handcrafted and procedurally generated levels, tutorials, and FTUE.
Balanced levels using analytics, cohort segmentation, playtests, and multiple A/B test iterations.
Participated in soft launch support, including QA, bug fixing, release preparation, and feature polishing.
Worked on monetization and retention features, including reward ads, offers, win streaks, piggy bank,
events, and shop updates.
Participated in gameplay, visual, and UX improvements based on player behavior and product metrics.
Prepared AI-assisted localization for 6 languages.
Selected and configured music and sound effects for gameplay, UI, and events.
Used AI tools to speed up level production, improve documentation quality, better understand code, and
double-check conclusions from analytics.

Tools: Unity, Google Sheets, Photoshop, Figma, Sourcetree, Outline, Jira, Claude.
Game Designer, Nordcurrent | 2023 - 2024
Murder by Choice: Mystery Game | Hidden Object / HOPA / Detective | LiveOps / Content
Worked on story-driven content, hidden object scenes, interactive close-ups, mini-games, and cutscenes.
Read and expanded game scripts into gameplay interactions, scene logic, puzzles, and object
interactions.
Created detailed tasks for artists and programmers, including interaction flow, object states, character
poses, emotions, and visual references.
Designed and configured replayable hidden object scenes and interactive location elements.
Described, implemented, and balanced 2 mini-games from concept to final version: an electronic
lockpicking puzzle (Starfield-like) and an inventory packing puzzle (Tetris-like).
Set up comic-style cutscenes, dialogs, Spine animations, and gameplay configurations.
Worked with iOS and Android builds and configured downloadable content packages.
Worked closely with game designers, artists, programmers, and the product owner to coordinate
production tasks and share experience with team.

Tools: Cocos 2D, Google Sheets, Photoshop, Spine, Sourcetree, Jira, Xcode, Android Studio.
Game Designer Generalist, QUMARON | 2021 - 2022
Jane’s Farm | Farm / Adventure | LiveOps / Content
Worked on a live-operated farming game with a focus on event locations and base progression
improvements.
Expanded and updated existing GDD documentation for the event, gameplay systems, and base
improvements.
Created tasks for artists and programmers, including gameplay logic, UI flow, and content setup.
Designed and balanced 15 event levels, including progression pacing and overall event balance.
Implemented and configured event content, UI elements, quests, tutorials, and location setups.
Worked on improvements for the main base gameplay, including territory expansion mechanics, FTUE
updates, and quest system organization.
Worked closely with the product owner on balancing, gameplay decisions, and feature implementation
priorities.

Tools: RSEngine, Tiled, Google Sheets, Photoshop, Miro, Sourcetree, Jira.
Technical Game Designer, Bear Games | 2021
Wildscapes | Match-3 Puzzle, Township | Farm / Adventure | LiveOps / Content
Worked on live game content setup and configuration for city builder style features.
Implemented and adjusted cutscenes, animations, effects, interactive scenes and scripts.
Configured NPC/pedestrian behavior in city environments and points of interest.
Worked on room renovation feature setup, including gameplay flow, UI elements, dialogs, and state
logic.

Tools: VSO, Google Sheets, Lucid, Sourcetree, Jira, Asana.
Level Designer / Content Designer, G5 Entertainment | 2017 - 2021

Martha's Mystery | The Secret Society | Jewels of Rome | Survivors: Match 3
Started as a junior content designer working on quest setup, UI, cutscenes, dialogs, sounds, animations,
and interactive location elements.
Created and configured Match-3 levels, HO scenes, and metagame locations.
Participated in updating Match-3 gameplay systems, including new mechanics, visual improvements,
tutorials, and difficulty balancing.
Helped create progression flow and gameplay setups for early-stage projects.
Worked with artists, programmers, and game designers on content integration, bug fixing, and feature
support.
Configured Spine animations, UI elements, effects, sounds, and gameplay states for live game content.
Participated in competitor research, gameplay analysis, and documentation support for Match-3 and
narrative-driven games.

Tools: Talisman, Google Sheets, Tortoise SVN, Jira, Pyro, FMod, Spine, Photoshop

EDUCATION
KHARKIV NATIONAL UNIVERSITY OF RADIO ELECTRONICS 2009 - 2014
Telecommunications and measuring technology.

ADDITIONAL INFORMATION
Languages: English (Intermediate B2), Ukrainian (Fluent), Russian (Fluent).
Engines: Unity, Cocos 2d, RSEngine, Talisman, VSO;
Basic scripting skills: Python, Squirrel, Bash.

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