Lead game designer in Vilnius. Twenty years across PC, console, and mobile — narrative adventure, hidden object, action-puzzle, MMORTS, runner, action-RPG. An applied math degree from a previous life keeps surfacing.
Started in 2006 at Deep Shadows in Kyiv, making open-world action-RPGs by setting values directly inside an in-house editor with no game design documentation to follow. Moved to Frogwares for hidden-object games, then a multiplayer RTS (World of Battles), the studio's first Unreal Engine project (Magrunner: Dark Pulse), and a narrative adventure across PC and console (Sherlock Holmes: The Devil's Daughter). Briefly designed F2P mobile runners at Redbee. Joined Nordcurrent in 2016 — first as Senior Game Designer, and since 2022 as Lead — primarily on Murder in the Alps, a narrative hidden-object F2P with an 8-year LiveOps tail.
The work has always been about systems people actually feel — how stats, pacing, controls, and narrative beats add up to something specific in the player's head. Some of that is traditional game design; some of it is closer to information design or applied operations research. Both are interesting.
Beyond games proper, I build experiments in adjacent domains. More on those once they're ready to share.