Ilkham Tyumenev

Technical Game Designer

I design, prototype, and tune gameplay directly in the engine — mechanics, balance, UI, game feel, and the tools that support them.

Unity · Godot · GDScript — confident · C# — AI-assisted scripting · Balance · UI · Shaders / VFX · Git

As a Technical Game Designer, I own design intent, prototype and tune features in-engine, and bridge the gap between design, art, and engineering. GDScript is a comfortable working language for me; in C# I use AI-assisted scripting for prototypes, tools, and implementation support.

Role
Technical Game Designer
Strongest scripting
GDScript
C#
AI-assisted scripting
Engines
Unity · Godot
Availability
Remote · open to relocation
Language
English B2

Agent of Strange

SEVER Games · 2023—2024

Agent of Strange gameplay in the City with the quest, character state, and action UI visible

My contribution

Gameplay prototyping, mechanic validation, level and asset integration, shaders, and production tools for authoring NPC scenarios.

Publicly announced · coming soon on Steam

Tear Blocks Down

AM-Games · 2025

Tear Blocks Down with a blocky character aiming at a zombie

My contribution

Level design and a Minecraft-to-Unity workflow: imported maps as meshes, then used an AI-assisted editor tool to place matching prefab blocks from the model. Rough around the edges, but production-usable.

Crazy Motorcycle gameplay with a voxel rider on a floating obstacle course

My contribution

Multiplayer and feature implementation: gameplay iteration, balance, feedback tuning, testing, and cross-discipline delivery.

Park Labubu

AM · 2025

Park Labubu game icon with a character driving an orange sports car

My contribution

Owned the levels and visual direction end to end, assembling the playable content in Unity. Gameplay code was handled by engineering.

Deadly Descent game icon with a red car on a steep mountain road

My contribution

Contributed level work and variants for an A/B test. My version did not win the test, so it was not carried forward.

Air Defence 3D

Dats Games · 2021—2022

Air Defence 3D app icon with an anti-aircraft gun firing at aircraft

My contribution

Level flow, gameplay setups for capture, shaders, material optimisation, and VFX feedback in Unity.

1M+ downloads on Google Play

Healing Rush

Dats Games · 2021—2022

Healing Rush app icon with a doctor carrying medicine capsules

My contribution

Gameplay and scene iteration, content concepts, VFX feedback, and hands-on Unity implementation.

5M+ downloads on Google Play

Mobile R&D archive

Selected short-cycle prototypes from Dats Games.

Other jam prototypes on itch.io ↗

Multiplayer & feature updates

AM · 2024—2025

Crazy Motorcycle multiplayer gameplay

Technical and design ownership for adding multiplayer and iterating an existing live game.

  • Led technical and game-design decisions for multiplayer.
  • Turned feature intent into implementation tasks with production constraints in mind.
  • Iterated balance, feedback, and supporting feature updates.

Tools & methods

  • Unity
  • Multiplayer
  • Feature design
  • Balance
relative retention
+40%
playtime
+32%

Agent of Strange: NPC authoring & Unity tools

SEVER Games · 2023—2024

Agent of Strange choice interface in gameplay

Gameplay prototyping and a node-based NPC authoring system built for the project now publicly announced as Agent of Strange.

  • Prototyped mechanics and validated gameplay ideas before production implementation.
  • Designed and assembled Command Executor with Unity Graph View API, using AI-assisted C# for NPC actions and scenario sequences.
  • Created reusable command blocks so designers could assemble and test gameplay situations without a programmer for every edit.

Tools & methods

  • Unity
  • AI-assisted C#
  • Graph View API
  • Odin Inspector
  • Shaders
  • GitFlow

Game-data automation

Playkot · 2024—2025 · Part-time

Small utilities that removed repetitive configuration work from the design pipeline.

  • Built Python and Google Apps Script utilities for recurring technical-design tasks.
  • Generated XML and JSON configs from structured Google Sheets data.
  • Automated config transfer and technical-sheet generation.