I build the systems players feel — gameplay, AI, and the mechanics that make a world move.
Four Unreal Engine 5 projects — each a full gameplay loop I wired from scratch: mechanics, AI, VFX and UI. Open any one for the technical breakdown.

A small but ambitious piece of dust named Zhora sets out to grow as big as it possibly can.
Case study →
An emo hamster must cross paths of shifting temperatures without overheating or freezing solid.
Case study →
A clever zombie takes over the lab and turns everyone he downs into one of his own kind.
Case study →
A brainless emo zombie just wants to survive a single school day — armed with rotting inventory.
Case study →Game design student at HSE University, building gameplay systems in Unreal Engine 5.
I like turning strange ideas — an ambitious dust mote, an emo hamster, a self-replicating zombie doctor — into playable systems. My focus is gameplay programming: movement, AI behaviours, state machines, VFX and UI, built to feel tight and readable. I work closely with artists and designers to take a concept from grey-box to a finished, shippable loop.
Systems-first, engine-native. Everything below shipped in the four games above.
Have a role, a project, or a game-jam idea? Send a message — or reach me directly.