Experienced Game-Level Designer
I am a Game Designer / Level Designer with over 8 years of commercial experience in game development. I work on mobile and PC projects, specializing in level design, gameplay mechanics setup, balancing, and game economy. I have experience leading teams, working with documentation and analytics, and participating in commercial projects, including games that have been released. I am confident working with Unity, have a strong technical background, and possess a solid understanding of the full game development cycle—from concept to production.
Location
Vinnytsia / Ukraine
Languages
Ukrainian / Russian / English (A2)
Work Conditions
Remote work format, occasional office visits
8+
years
Experience in game development
20+
publishers
Worked with popular publishers such as SayGames, Voodoo, Azur Games, etc.
60+
games
Worked on various projects and genres including strategy, match-3, hyper-casual, racing, puzzle games, and more
1000+
game levels
Created over 1,000 game levels of varying complexity
Selected projects I’ve worked on:
BERESNEV GAMES
Race Master 3D
A casual mobile game focused on dynamic gameplay and short play sessions. I was responsible for level design, difficulty balancing, and configuring gameplay mechanics in Unity. Worked with analytics and iteratively improved the player experience based on player behavior data.
BERESNEV GAMES
Demolition Monster
A casual mobile game focused on destruction, physics-based interactions, and visually intuitive gameplay. I worked on level design, mechanics tuning, and balancing, as well as on gradual difficulty progression to improve player retention. Special attention was paid to level readability and a strong sense of progression throughout gameplay.
HOME GAMES - PLAYRIX
GardenScapes
Worked on a commercial live project with a million-plus audience. Responsible for UI implementation, game scene setup, mechanics configuration, and balancing. Collaborated closely with artists and producers to ensure stable content integration into production.

HOME GAMES - PLAYRIX
Austin's Odyssey
A project focused on gameplay mechanics and their technical implementation. I worked as a Technical Game Designer, configuring and integrating gameplay mechanics directly within the VSO engine. Ensured correct logic behavior, interactions, and progression, while adapting design solutions to the engine’s technical constraints. Worked extensively with visual scripting. Primary focus was on mechanic stability, system behavior clarity, and ease of further iteration during development.
PERSONAL PROJECT
Hand and Stone
An independent personal project developed in my free time as a Game and Level Designer. The main focus was on creating game locations, level prototyping, and gameplay mechanics setup. A significant portion of the work was dedicated to terrain creation: working with heightmaps, shaping landscapes, and optimizing location scale. To achieve a believable environment, I actively used the Gaia tool, configuring terrain, vegetation, and the overall level structure. I also worked on spawn placement, gameplay balancing, lighting setup, and maintaining design documentation. The project served as a platform for experimenting with gameplay and level design solutions and practicing the full pipeline of game location development—from initial concept to a playable prototype.
IMAGINUS VR
KADORR GROUP
Worked on the development of AR and VR applications with a focus on creating interior and exterior environments within a game engine. Responsible for scene construction, material setup, and environment optimization for VR devices. Paid particular attention to lighting, including light baking, to achieve stable performance and realistic visual quality. Contributed to the creation of interactive spaces, adapting environment design to AR/VR technical constraints and performance requirements. Worked closely with the team, implementing design solutions directly within the engine.
I create games with well-thought-out gameplay
I’m a Game and Level Designer with experience working on both mobile and PC projects. I design levels, tune mechanics and balance, work with analytics, and iteratively improve player experience based on data and testing. I also write clear, well-structured documentation for all team members.
My experience — from the start of my commercial career
Date
Company
HOME GAMES – PLAYRIX
A team within the Playrix company structure, focused on developing and maintaining match-3 games.
Position
Technical Designer
I rejoined the company and worked on the Austin Odyssey project as a Technical Game Designer. I was responsible for configuring and developing gameplay mechanics, as well as creating new systems using visual scripting. Worked directly with the VSO engine, integrating design solutions into gameplay, ensuring stable mechanic logic and enabling smooth further iteration during development.
Date
Company
BERESNEV GAMES
A game development team with several successful projects in its portfolio, working on mid-core games with a strong focus on gameplay, mechanics, and stable production.
Position
Game Designer – Level Designer
Designed gameplay mechanics and levels for mobile projects. Worked on balance, progression, and gameplay tuning in Unity. Contributed to design documentation, market analysis, and idea generation for new projects. Gained experience leading a team of up to 5 people and managing the full game development cycle—from concept to release. Also collaborated with the marketing team and created playable builds.
Date
Company
HOME GAMES - PLAYRIX
A team within the Playrix company structure, focused on developing and maintaining match-3 games.
Position
Technical Designer – Content Designer
Worked on the live project Gardenscapes as a Technical Game Designer. Responsible for configuring gameplay mechanics, balancing, and assembling game scenes within the engine. Worked with UI, integrated graphics, and ensured correct content behavior in production. Collaborated closely with designers, artists, and producers as part of a large development team.
Date
Company
SQUARE DINO
A mobile casual game development studio focused on fast iteration, analytics-driven decisions, and scalable game production.
Position
Game Designer – Level Designer
Worked on the development of casual mobile games. Responsible for level design, gameplay mechanics setup, balancing, and in-game economy. Contributed to design documentation, statistical analysis, and data-driven gameplay improvements. Also gained experience managing multiple projects and leading a team of up to 4 people: assigning tasks, tracking development progress, and ensuring consistency in design decisions.

Date

Company
IMAGINUS VR
A studio specializing in AR and VR development, creating interactive spaces, interiors, and digital environments for various platforms.

Position
Technical Designer – Level Designer
Worked on AR and VR applications, creating interior and exterior environments within a game engine. Responsible for scene setup, materials, and lighting configuration, including light baking to achieve optimal performance. Adapted environment design to VR device technical constraints and contributed to the creation of interactive spaces.
Technologies I use
I work with game engines such as Unity, Unreal Engine, VSO, and CryEngine for gameplay prototyping and level creation. I also have experience in 3D modeling and texturing, which allows me to independently prepare and adapt content for in-game scenes. For documentation, I use Notion, and for creating visual diagrams, flows, and prototypes, I work with Miro and Figma. These tools help clearly communicate ideas and design solutions within the team.
I actively use AI in my workflow
I actively use AI tools in my daily work to speed up prototyping, generate ideas, and optimize workflows. I work with ChatGPT, Sora, Gemini, Grok, Midjourney, as well as GitHub Copilot. I use AI for: • rapid prototyping of gameplay mechanics and logic • generating and refining design documentation • creating visual references and concepts • assisting with technical solutions and code-related tasks For me, AI is a tool to increase efficiency—not a replacement for designer thinking.
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