Agent of Strange
SEVER Games · 2023—2024



My contribution
Gameplay prototyping, mechanic validation, level and asset integration, shaders, and production tools for authoring NPC scenarios.
Publicly announced · coming soon on SteamTechnical Game Designer
RUIlkham Tyumenev
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.
SEVER Games · 2023—2024



My contribution
Gameplay prototyping, mechanic validation, level and asset integration, shaders, and production tools for authoring NPC scenarios.
Publicly announced · coming soon on SteamAM-Games · 2025

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.
AM · 2024

My contribution
Multiplayer and feature implementation: gameplay iteration, balance, feedback tuning, testing, and cross-discipline delivery.
AM · 2025

My contribution
Owned the levels and visual direction end to end, assembling the playable content in Unity. Gameplay code was handled by engineering.
AM · 2023

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.
Dats Games · 2021—2022
My contribution
Level flow, gameplay setups for capture, shaders, material optimisation, and VFX feedback in Unity.
1M+ downloads on Google PlayDats Games · 2021—2022
My contribution
Gameplay and scene iteration, content concepts, VFX feedback, and hands-on Unity implementation.
5M+ downloads on Google PlaySelected short-cycle prototypes from Dats Games.

Built around 20 levels, each with its own visual treatment, and worked with art on level styling.
2.5-week production cycle
Refined an existing prototype through level work, visual direction, feedback, and game-feel iteration.

Technical design, level work, visual setup, and optimisation of project assets.

Designed and implemented a puzzle, with level design, VFX, lighting, and material tuning.
2-week production cycle
Balance, puzzle design and implementation, level flow, and visual feedback tuning.

Reworked several mechanics and the visual setup of an existing prototype before retesting.
D1 retention: 5% → 18%
Crowtouch · Kenney Jam 2026
Latest prototype · Godot · 3 levels + bonus · Play in browser
Crowtouch · New Year Jam 2020
Game design · atmospheric narrative prototype · WindowsAM · 2024—2025

Technical and design ownership for adding multiplayer and iterating an existing live game.
SEVER Games · 2023—2024

Gameplay prototyping and a node-based NPC authoring system built for the project now publicly announced as Agent of Strange.
Playkot · 2024—2025 · Part-time
Small utilities that removed repetitive configuration work from the design pipeline.