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GOOD IDEAS. BETTER GAMEPLAY

My name is Anton Sinitsyn, and I’m a fourth-year Game Design student at HSE University School of Design. My main interests are gameplay mechanics, level design, and game balance. I enjoy creating systems where simple rules lead to interesting challenges and meaningful player choices.

Ready to work on gameplay mechanics, level design, and game balance — from early prototypes to improving existing systems.

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Tools & Skills

Game Mechanics Level Design Game Balance Game Documentation Gameplay PrototypingDocumentation: Google Docs, Google SheetsMy experience includes developing games in Unity and Unreal Engine, both independently and as part of small teams.

01 / CUBE MATTERS

2D Puzzle Game | Unreal Engine | Team of 2CUBE MATTERS is a puzzle game where players guide colored balls to their goals by moving and rotating shapes. The balls cannot be controlled directly, so every move requires planning.

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Исходный размер 2880x1800

MY ROLE — GAME DESIGNER & LEVEL DESIGNER

Together with my teammate, I developed the core gameplay concept and rules for interacting with objects. My main responsibility was level design: creating puzzles, planning the order in which new mechanics appear, and gradually increasing difficulty.

Исходный размер 3500x2480

Game design challenges

Making indirect control clear

The problem: players had difficulty understanding how shapes move and how balls transfer between them.The solution: each type of shape follows a clear set of rules. Squares move horizontally or vertically, while rectangles rotate by 90 degrees. The first levels introduce these interactions one at a time, allowing players to learn the controls before solving puzzles that combine different mechanics.
Исходный размер 2778x1703

Building difficulty step by step

The challenge: keep the puzzles interesting as players learn the mechanics, without making the rules too complicated.The solution: levels gradually introduce new elements:Level 1: Basic movement Level 3: New types of squares Level 5: Rotating rectangles Level 8: Additional colors Levels 11–15: Combinations of existing mechanicsInstead of constantly adding new rules, later puzzles become more complex by combining mechanics that players already know.

Level 1 vs. Level 12: increasing complexity

Исходный размер 2896x1909

Level 5: rotating rectangles

15 levels of increasing complexity

The game starts with basic movement and gradually introduces new shapes, rotation, and color combinations. Later puzzles bring these mechanics together, creating more challenging situations without changing the basic rules.

Исходный размер 1748x1312

02 / SUI JURIS

3D Puzzle Platformer | Unreal Engine | Team of 4Sui Juris is a third-person puzzle platformer about an owl working in parliament. To earn a promotion, the player must complete a series of challenges involving movement, enemies, and environmental puzzles.

MY ROLE — GAME DESIGNER & LEVEL DESIGNER

Responsible for designing character abilities, the stamina system, and puzzles based on object interactions. Also worked on level design and game documentation, and configured character movement and the third-person camera in Unreal Engine.

Исходный размер 3301x2120

Game design challenges

Making abilities meaningful

The challenge: the owl has several powerful abilities, including dashing and gliding. Without limits, players could use them too often and avoid many challenges.The solution: a stamina system limits dashing and gliding, making players think about when to use each ability. Carrying boxes also disables other abilities, so players must plan their actions during puzzles.
Исходный размер 800x548

Creating variety with simple mechanics

The challenge: create different types of puzzles using a limited set of interactive objects.The solution: the same boxes and buttons are used in two different ways. In one puzzle, players place boxes on buttons of matching colors. In another, they follow clues from NPCs to find the correct order. Changing the rules creates new challenges without adding new objects.

Connecting mechanics and level design

The levels introduce mechanics step by step, starting with a tutorial and moving towards more complex challenges. One of the later levels also allows players to choose the order in which they complete different rooms.

Game Designer Portfolio
Проект создан 29.10.2026
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