ILKHAM TYUMENEV Technical Game Designer Tbilisi, Georgia | Remote or office | Open to selected opportunities CONTACT ilkham.gamedev@gmail.com linkedin.com/in/ilkham-tyumenev1002/ t.me/ilkham_gamedev PROFILE I design and implement gameplay systems, prototypes and production tools, usually taking a feature from a rough idea to a playable result. My work sits between game design, in-engine implementation, balance, level flow and the workflows that help a team iterate. EXPERIENCE G5 Games | Technical Game Designer | Jul 2025-present Seven NDA casual projects from early concepts through production; several reached release. Gameplay prototyping, design documentation, task breakdown, UI/UX iteration, configuration, testing and internal tools. Selected work included sorting and hex-based sorting games, hidden object/scavenger hunt, 3D matching, a block disassembly puzzle with a custom internal builder, and two category-based merge projects. AM / Yandex.Games Indie | Technical / Lead Game Designer | Aug 2024-Jun 2025 Main designer in a four-person indie team, taking web games from concept to release across multiplayer systems, level design, visual direction and content production. Playkot | Technical Game Designer, part-time | Sep 2024-Feb 2025 Python and Google Apps Script workflows for Google Sheets to XML/JSON preparation and transfer. Selected production operations became 1.5-4x faster. SEVER Games | Technical Game Designer | May 2023-Oct 2024 Gameplay systems, encounters, modular NPC behaviour, Unity authoring tools, shaders, VFX and production workflows for content-heavy survival/management projects. SGDev | Game Designer | Apr 2022-May 2023 20+ hypercasual and hybrid-casual prototypes across racing, puzzles, action, shooters, strategy, merge and simulation. Often moved from concept to playable build in one to two weeks. Dats Games | Game Designer | 2021-2022 Mobile R&D and gameplay production across short-cycle prototypes and released titles. SELECTED WORK Crazy Motorcycle - Multiplayer feature design and implementation support, gameplay iteration, balance, feedback and testing. Agent of Strange: Arrival - Gameplay systems and a Unity node-based NPC authoring workflow. Park Labubu - Level design, visual direction and playable content assembly; concept to release in 2-3 weeks with approximately 20 levels. HSIG - Personal Godot prototype focused on movement, shape and readable failure feedback. TOOLS Unity | Godot | C# | GDScript | Python | Google Apps Script | Google Sheets | XML | JSON PORTFOLIO https://ilkham-portfolio.pages.dev/