Georgii Lukianchikov
Game Designer
Game Designer
I am a UK-based junior game designer with a passion for mechanics design, content design, and production. I have two years of experience working on video games of different genres and scopes, including solo projects on Unreal Engine 5, collaborating with small international teams of 5-10 developers creating games on UE5 and Unity, and conducting game design theory research as part of my university diploma. I am always eager to learn new skills, whether new tools, new frameworks, or new genres. My goal is to create games that would make players remember them even after completion.
BA (Hons) Game Design in SAE Institute ● Finalist in LGN Games Pitching Bootcamp ● Presented games on major events like Liverpool Games Summit and gaming events in PixelBar Liverpool
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My set of skills:
Design: System & Mechanics Design ● Level Design ● Narrative & Environmental Storytelling ● Iterative playtesting ● Rapid prototyping ● Documentation ● Pitching
Engines & Tools: Unreal Engine 5(Blueprints) ● Unity 6 ● Twine ● Git (GitHub, TortoiseGit) ● Google Workspace/MS Office ● Jira/Confluence/Trello/ClickUp ● Slack
Production & Collaboration: Scope & Milestone planning ● Team & Task management ● Cross-disciplinary & Cross-cultural collaboration
3D & Art: Blender ● Maya ● ZBrush ● Substance Painter ● Marmoset Toolbag ● Hard-surface & Character modelling ● UV ● Baking ● In-engine implementation
Tidewake, developed by Lunar Studios, is a single-player naval roguelike. The main goal of the player is to fight NPC ships, collect upgrades, become stronger, and survive for as long as possible.
My contributions:
Managed the development timeline and potential long-term roadmap.
Developed a balanced progression system with other designers.
Developed a list of interconnected weapons, upgrades, and elemental effects with other designers.
Oversaw the quality of art assets sent to us by outsourced freelance artists.
Managed the marketing campaign and created a long-term marketing plan.
Presented the game at various showcases/competitions.
Game Achievements:
Personal booth at Liverpool Games Summit.
Reached the final stage of the Games Pitching Bootcamp by LGN.
100+ wishlists on Steam.
Project: Robert, developed as a university project by a team of 8 people, is a fast-paced single-player rhythm shooter. The player takes on the role of a space pirate, steals a time-altering gun, and has to escape a highly secure facility.
My contributions:
Wrote the lore and story for the game and tied the narrative directly to its core beat-matching mechanic. Additionally, created most of the environmental storytelling present in the game.
Produced the project end to end: managed documentation, scheduling, communication, and conflict resolution across designers, programmers, and artists.
Ran three rounds of iterative playtesting across the project, involving local playtesters, outside playtesters, and focus groups.
Managed the marketing of the game, its Itch.io page, and general public image.
Game Achievements:
Participated in the gaming event at PixelBar Liverpool.
Hot Potato, developed as a university project by a team of 7 people, is a 4-player party game where players throw a bomb to each other. The bomb explodes every 30 seconds, taking a player's life. Every player has 3 lives - lose them all, and you are out. The last one standing wins.
My contributions:
Lead Designer. Created all levels of the game, approved main mechanics, contributed to balancing different characters, and created a random events system.
Produced the project by encouraging active communication between teams, managing documentation, scheduling, and resolving conflicts.
Ran three rounds of iterative playtesting across different stages of the project.
Game Achievements:
Participated in the gaming event at PixelBar Liverpool.
Sanguineon, a solo project developed as a university project, is a single-player dungeon crawler with a unique spellcasting mechanic. The player takes on the role of a cultist who was sent to an abandoned dungeon to collect ceremonial blood that was left there. However, that same ceremonial blood is used to cast spells, so the player needs to choose whether to collect more resources or fight monsters.
My contributions:
Designed a unique spellcasting system that uses code-like input and the game's main resource. Every time a player wants to cast a spell, they need to click their mouse buttons in a particular order. This order defines what spell they are casting. Every spell uses a resource that is necessary to complete the game, so they have to constantly choose what to do.
Created a random dungeon generation system. Every game, the dungeon is generated using pre-built rooms and logic.
Designed enemy AI that can react to visual distractions and sounds, letting the player use spells to distract the enemy.
Created lore for the game and implemented basic environmental storytelling.
Made all art assets that are used in the game.
Game Achievements:
Participated in the gaming event at PixelBar Liverpool.
A Lonely Peak is a small level design study that I made on my own. The purpose of this game was to enhance my level design, environmental storytelling, and rapid prototyping skills. I wanted to create an engaging level with a deep story told purely through environment and art in under 2 weeks, to practice the skills that I was lacking at the moment.
My contributions:
Created a level that revolves around two simple mechanics: movement and interaction. The level involves three sections, each with a unique environmental use of these mechanics and a unique aesthetic.
Wrote a simple story that is told purely through environment, without a single line of direct storytelling.
Implemented a colour-coding system that helped me navigate players through the level using colours and lighting.
This unannounced project was developed as part of my internship at StarlightGames. This is a cooperative horror puzzle game based on communication. Players traverse levels filled with puzzles and dangers. In order to solve these puzzles and escape, they have to communicate with each other.
My contributions:
Created around 10 different puzzles that required players to interact and communicate with each other in order to solve them.
Designed several procedurally generated puzzles that could scale depending on the number of players.
Designed levels that revolved around creating a terrifying atmosphere and blocking/encouraging player communication (depending on the situation).
Created an enemy AI that haunted the players across all levels, creating more horror atmosphere and motivation for the players.
Managed a team of four developers, including two designers and two programmers, by managing tasks and owning documentation.
Ran three rounds of iterative playtesting across the project, under the supervision of studio leads.
Unfortunately, more thorough details of the project cannot be disclosed by me due to the NDA.