big

Hello, my name is Mariia!


Game Designer · Level Designer · Level ArtistI’m a Game Design student at HSE University. For the last two years I’ve been working on student non-profit team projects — from game design and level design to level art. I care about how a game reads: whether the player understands the rules from the space itself, whether the pacing holds, whether the systems and the level tell the same story.Based in Moscow · Open to new projects

Why do so many indie games feel broken — even when every part works?

The art is good. The mechanics are there. The levels are built. And still, players leave.The market is crowded: in 2025, almost half of all Steam releases received fewer than 10 reviews, and only 2,99% of indie projects reached 1,000 reviews. The reason is rarely ambition. It’s disconnection: the level doesn’t teach the mechanic, the mechanic doesn’t serve the space, and the player leaves before the game has a chance.

I design games as one system — where every mechanic has a spatial consequence, and every space has a mechanical purpose. Rules, pacing and attention work toward a single experience.

My approach is simple: I design backwards from the feeling.

Intent → Structure → Feel

It’s the same method for systems, levels and level art — which is exactly why they end up working together.

big
Исходный размер 3500x2450

What does it mean?

• Intent: what should the player feel or decide here?
• Structure: which mechanic and which space make that happen — blockout, zoning, rules, pacing.
• Feel: does it read on the player? Does it work as a whole?

Want to see how it works? Here’s what I’ve made!

THE ARCHITECTS


Year: 2025–2026 · Team: 6–9 people · Role: Game Designer, Level Designer

A 3D retro-futuristic action roguelike where combat runs and city restoration are two halves of one loop. Players fight through districts, collect a single resource and spend it to rebuild the city.

Design question: How do you make combat, resource economy and city restoration feel like one loop, not three separate activities?

Intent: The player should feel the tension between risk in combat and recovery in the hub.
Loading...

What I made:
— Designed the two-phase loop: combat runs → hub restoration.
— Designed the resource economy: one resource earned in combat, spent on city progress.
— Built the modular arena system from reusable components — arenas, transitions, obstacles.
— Placed enemies and points of interest, and set the difficulty progression from district to district.Experience & result: The space taught the economy, and district progression kept the goal in sight. Players felt the tension of risky runs and the relief of spending earned resources — the loop was read as a rhythm, not a rule.

0
1/4

TURTLE TROUBLE


Year: 2024 · Team: 2 people · Role: Game Designer, Level Designer

Top-down puzzle where the player builds a safe path for newborn turtles from the nest to the sea.

Design question: How do you make a simple path-building puzzle feel varied without adding new rules?

Intent: The player should feel the warmth of a small, gentle world — and the freedom to plan their own route, then re-plan when a threat forces adaptation.
Loading...

What I made:
— Designed the core rule: a limited set of reusable blocks of different shapes and lengths.
— Made the rule spatial: blocks can be picked up and moved until the turtles start walking, so the route is constantly rebuilt.
— Designed patterned threats: gulls on fixed routes, crabs attacking around themselves.
— Built all six levels and the difficulty progression: from one turtle and simple routes to multiple turtles and dense obstacle combinations.Experience & result: Every level has several solutions, and failure teaches the next attempt. Players learned the rules through geometry, not text — the space itself explained what was safe, what was risky, and what could be rebuilt.

0
1/4

DEEPER & SALTIER


Year: 2025 · Team: 2 people · Role: Game Designer, Level Designer, Level Artist

First-person tactical shooter about underwater photography. A diver-photographer takes assignment shots of sea creatures — without scaring the small fish and without becoming food.

Design question: How do you teach the toolkit step by step and still make every level feel like a different body of water?

Intent: Curiosity first, caution second. Each level introduces something new, yet stays calm enough to observe and plan.
Loading...

What I made:
— Designed the teaching level structure: lenses and ammo → practice → coral behaviour → free practice on safe targets.
— Designed the enemy progression: small fish first, then rays and octopuses, then sharks.
— Designed zones with different focus: obstacle avoidance, luring fish to corals, free experimentation.
— Built the level layouts and placed the creature zones and cover.
— Worked on lighting and atmosphere of the underwater spaces.Experience & result: Players learned by doing, not by reading — the level taught the whole toolkit before the first real threat. The zone logic kept attention switching between caution and curiosity, so the space guided the player.

0
1/4

THE WAY HOME


Year: 2024 · Team: solo project · Role: Game Designer, Level Designer, Level Artist

3D puzzle-platformer about a small snail, that switches between two forms to get past traps, platforms and hot surfaces to escape a witch’s house.

Design question: How do you make one long level feel varied without new mechanics? And how do you make both states equally worth choosing?

Intent: The player should constantly switch between planning and reaction, while the level asks for faster decisions and tighter timing — the challenge grows without new rules.
Loading...

What I made:
— Designed the two-state system: shell (speed, steam protection, almost no jump) and no shell (jumping, climbing, vulnerable).
— Zoned the level by focus: plan the sequence → react on the move → combine both.
— Built the platform and hazard logic so every state change is justified by the environment.
— Set the pacing: tension → safe pause → new challenge.
— Worked on lighting, post-processing and the visual atmosphere of the level.Experience & result: Switching states became the core skill, not a side mechanic. The zoning held attention across the whole level — the rhythm of planning and reaction kept a solo-made space from becoming repetitive.

PORTFOLIO: game design / level design
Проект создан 27.10.2026
Мы используем файлы cookies для улучшения работы сайта и большего удобства его использования. Более подробную информац...
Показать больше