Projects and Tools

This page collects selected commercial games, personal projects, prototypes, and development tools I have worked on. It includes only public work and projects not covered by an NDA.

Games

Dead Island Mobile

I helped develop the mobile game from scratch. My work included core gameplay, UI, metagame systems, zombie-horde locomotion, inventory, base building, shaders, development tools, performance optimization, and iOS and Android support.

Hook Wars Online

Genre: Multiplayer Online Battle Arena
Technologies: C#, Unity, Photon Networking, NGUI, Cg shaders, HTML, CSS, PHP, JavaScript, MySQL
Platforms: Windows, macOS, and Linux

Hook Wars: Pudge Revenge is a cooperative multiplayer game with RPG elements, inspired by the Pudge Wars custom map.

A Maze in Love

A mobile puzzle game for iOS in which the player helps two characters find each other through a maze.

A Maze in Love gameplay A Maze in Love puzzle A Maze in Love level

Strawberry Pie

A children’s game created in collaboration with a Ukrainian 2D artist. Its screens are delivered as Unity scene bundles.

Runner Hook Wars

A mobile and web minigame designed as a loading-time activity for the main Hook Wars game.

World of Towers

A strategy prototype combining Civilization-style territory control with Minecraft-inspired building. I optimized and extended the voxel engine, implemented tower influence zones, and added automatic level-object generation.

World of Towers

Development tools

Color Picker for Unity

An open-source color picker component for Unity. Source code on GitHub.

Color Picker for Unity

UI Generator

A reflection-based tool that generates UI controls from C# classes.

Consoles

In-game and development console tools for inspecting state and executing commands.

Stock Helper

A desktop assistant that detects the selected TradingView tab and opens supporting information about the current stock in embedded browser tabs.

Publisher Helper

An application for preparing and publishing content to social networks. It loads resources from presets and applies the appropriate publishing settings.

Effect Editor

A Qt and Irrlicht editor for configuring visual effects and exporting them to XML.

Effect editor

Screenshot Capturing Tool

A Unity tool and tutorial series for producing screenshots from a running game.

Gameloft projects

Six-Guns

I implemented a lottery quest, prize selection, a designer configuration tool, new quests, save-file encryption, advertising integrations, memory improvements, and in-app purchase updates.

Fashion Icon

I worked as Lead Developer and Unity mentor. My responsibilities included the DLC system and tools, new content, and memory optimization.

Real Golf 2011 for Mac

I worked on the iOS-to-macOS port, multi-resolution support, graphics and shader improvements, aiming, joystick and trackpad support, and configurable keyboard and controller bindings.

I also contributed to Let’s Golf 2, Dungeon Hunter 2, Star Battalion, Real Football, and Splinter Cell.

Earlier projects

Tower Defense

An iOS tower-defense game built with Irrlicht and Proton SDK. I created 3ds Max export tools, a Qt particle editor, shaders, GUI loading, scalable UI, and an OpenGL ES 2.0 port.

Box Runner

My first released game, developed for iPad and iPhone with Irrlicht, Proton SDK, Bullet, C++, and Objective-C.

Box Runner

Fatality Racer

For this project I developed an Irrlicht-based graphics engine, 3ds Max export tools, a Qt scene editor, a Flash UI integration using GameSWF, and effects such as post-processing, real-time soft shadows, and bump mapping.

Fatality Racer

Shadow Map Demo

An Irrlicht prototype that added real-time shadow-map support with filtering.

Free Driver

My first complete 3D game. It helped me secure my first role at Gameloft.

Free Driver