Work, isolation, and fear. Who do you help survive, and who is left without a chance?
LEVEL DESIGN · GAME DESIGN · TEAM LEADERSHIP
Konstantin Tykhvatulin
I design gameplay mechanics and levels, build prototypes, and lead teams.
PC and mobile projects: PvP, PvE, single-player, and multiplayer. I take ownership of both hands-on design and design leadership.
Open to Lead Level Designer, Game Designer, and Design Lead roles
Selected portfolio
Projects and personal contribution.
Commercial games, prototypes and personal studies - with the role, specific responsibilities and media for each project.
Unscriptum
PRODUCER
Generative narrative RPG: players define a world and story, then play through the campaign. As Producer, I own vision and planning, coordinate development, and handle PR partners, go-to-market preparation and campaign analytics.
Personal contribution- Product vision and roadmap
- Cross-functional production
Unscriptum
PRODUCER
Generative narrative RPG: players define a world and story, then play through the campaign. As Producer, I own vision and planning, coordinate development, and handle PR partners, go-to-market preparation and campaign analytics.

- Product vision and roadmap
- Cross-functional production
Personal contribution
- Product vision and roadmapOwned product vision, roadmap and production planning for an AI-driven narrative RPG built around generated playable worlds and story campaigns.
- Cross-functional productionCoordinated cross-functional work across game design, the AI pipeline, documentation, prototyping, Steam/PR preparation and milestone planning.
- PR, market and campaign analyticsSourced and screened external PR partners, managed communication, prepared promotional materials and approved copy. Researched the market and competitors, coordinated SEO, and compared A/B-test results, CRO metrics and click data to refine positioning and ad messaging.
- Systems documentation and project packagingStructured documentation for world generation, quests, NPCs, dialogue, skill checks, save/load and offline playable world packages. Maintained working documentation and produced pitch decks when needed.
Project media




Armored Warfare
LEAD LEVEL DESIGNER
Led PvE and PvP maps from preproduction to release while staying hands-on every day: helped build the vision and blockout for every map, set up and balanced encounters, and worked through scripting, optimization, testing and bug fixing.
Personal contribution- End-to-end map leadership
- Hands-on work on every map
Armored Warfare
LEAD LEVEL DESIGNER
Led PvE and PvP maps from preproduction to release while staying hands-on every day: helped build the vision and blockout for every map, set up and balanced encounters, and worked through scripting, optimization, testing and bug fixing.

- End-to-end map leadership
- Hands-on work on every map
Personal contribution
- End-to-end map leadershipLed the Level Design team and controlled PvE/PvP map delivery from preproduction planning through release.
- Hands-on work on every mapHelped map owners shape the vision and blockout, reviewed daily iterations and joined practical level work instead of operating only through task setting.
- Encounters and feature ownershipSet up and helped balance encounters, owned selected features and reviewed the work of other feature owners, including the ShockWave design package.
- Cross-discipline release workWorked closely with art, scripting, quest/content and technical specialists on optimization, testing and bug fixing through the release pass.
Project media




World War 3
LEAD LEVEL DESIGNER
Worked as Lead Level Designer on World War 3, supporting its broader visual update and refinement of existing maps. The work required reviewing presentation and multiplayer-space logic as one problem rather than as separate art and design passes.
Personal contribution- Lead Level Design
- Visual and spatial alignment
World War 3
LEAD LEVEL DESIGNER
Worked as Lead Level Designer on World War 3, supporting its broader visual update and refinement of existing maps. The work required reviewing presentation and multiplayer-space logic as one problem rather than as separate art and design passes.

- Lead Level Design
- Visual and spatial alignment
Personal contribution
- Lead Level DesignWorked on level refinement during the project’s broader visual update.
- Visual and spatial alignmentReviewed the evolving presentation together with the needs of tactical multiplayer spaces.
Project media




Meta City
LEVEL DESIGNER / LEVEL ARTIST → LEAD LEVEL DESIGNER
Progressed from hands-on world layouts and blockouts to leading the Level Design team, production planning, visual alignment and performance-aware location delivery.
Personal contribution- World layouts and blockouts
- Level Design team building
Meta City
LEVEL DESIGNER / LEVEL ARTIST → LEAD LEVEL DESIGNER
Progressed from hands-on world layouts and blockouts to leading the Level Design team, production planning, visual alignment and performance-aware location delivery.

- World layouts and blockouts
- Level Design team building
Personal contribution
- World layouts and blockoutsDesigned open-world and interior spaces for third-person multiplayer use.
- Level Design team buildingBuilt and supported the Level Design team after moving into the Lead role.
- Production and optimizationConnected estimates, reviews, technical scripts, materials and location optimization.
Project media




A Man Called Malice
LEVEL DESIGN LEADERSHIP
A level-production leadership case covering planning, estimates, quality control, mentorship, visual alignment and technical support for a third-person combat demo.
Personal contribution- End-to-end level process
- Resource and schedule ownership
A Man Called Malice
LEVEL DESIGN LEADERSHIP
A level-production leadership case covering planning, estimates, quality control, mentorship, visual alignment and technical support for a third-person combat demo.

- End-to-end level process
- Resource and schedule ownership
Personal contribution
- End-to-end level processSupported the path from initial planning through final quality control.
- Resource and schedule ownershipEstimated time and team needs for individual locations.
- Mentorship and alignmentProvided reviews and coordinated visuals with art and game direction.
Project media




Gravewood High
GAME DESIGNER · TECHNICAL GAME DESIGNER · LEVEL DESIGNER
Owned Game Design, Technical Game Design and Level Design across the full playable-level cycle: core mechanics, puzzles, encounters, layout-to-implementation work and Blueprint scripting for horror events. Handled documentation and localization, including key integration. Final level art was produced by the Level Artist.
Personal contribution- Level from layout to implementation
- Game Design and Blueprints
Gravewood High
GAME DESIGNER · TECHNICAL GAME DESIGNER · LEVEL DESIGNER
Owned Game Design, Technical Game Design and Level Design across the full playable-level cycle: core mechanics, puzzles, encounters, layout-to-implementation work and Blueprint scripting for horror events. Handled documentation and localization, including key integration. Final level art was produced by the Level Artist.

- Level from layout to implementation
- Game Design and Blueprints
Personal contribution
- Level from layout to implementationDesigned routes and encounters, assembled gameplay logic, tested the level and tuned difficulty through a playable implementation.
- Game Design and BlueprintsDesigned core mechanics and puzzles, then scripted interactions and horror events in Blueprints.
- Documentation and localizationHandled design documents and task briefs, integrated localization keys and coordinated implementation across disciplines.
Project media




Bloghouse Rivals
LEAD GAME DESIGNER
Players build an influencer team and turn a mansion into a media hub. As Lead Game Designer, I maintain the GDD and Wiki, design core and meta, balance economy, monetization and gacha, plan retention content and own key features.
Personal contribution- GDD and Wiki architecture
- System design and core/meta
Bloghouse Rivals
LEAD GAME DESIGNER
Players build an influencer team and turn a mansion into a media hub. As Lead Game Designer, I maintain the GDD and Wiki, design core and meta, balance economy, monetization and gacha, plan retention content and own key features.

- GDD and Wiki architecture
- System design and core/meta
Personal contribution
- GDD and Wiki architectureWrite the complete GDD and control the Wiki structure as the working source of truth for systems, features and dependencies.
- System design and core/metaDesign the core and meta loops, progression links and system interactions behind the producer fantasy.
- Economy, monetization and gachaOwn economy balance and the role of monetization and gacha inside progression and reward structures.
- Content planning and feature ownershipControl the content volume needed for retention, personally own key features and oversee other feature owners.
Project media




Additional work
More projects and prototypes.
More commercial work, prototypes and game-design studies in a compact index.
08DragonCallSENIOR / LEAD LEVEL DESIGNER · GAME DESIGNEROwned the level-generation concept for a modular PvPvE dungeon: connection variety, encounter metrics, parkour, traps, optimization and team delivery.
Owned the level-generation concept for a modular PvPvE dungeon: connection variety, encounter metrics, parkour, traps, optimization and team delivery.
Personal contribution
- Modular level-generation conceptDesigned the high-level logic for connected locations, route variety and randomization.
- Gameplay metricsWorked with spatial requirements for PvP/PvE encounters, traversal, parkour and traps.
- Lead responsibility and game designProgressed from Senior to Lead Level Designer and owned selected game-design mechanics.
Project media


09Gravewood High MultiplayerGAME DESIGNER · TECHNICAL GAME DESIGNER · LEVEL DESIGNEROwned Game Design, Technical Game Design and Level Design for the multiplayer mode: designed game features, puzzles and encounters, took levels from layout to playable implementation, and built Blueprint logic with replication in mind. Handled documentation and localization, including key integration. Final level art was produced by the Level Artist.
Owned Game Design, Technical Game Design and Level Design for the multiplayer mode: designed game features, puzzles and encounters, took levels from layout to playable implementation, and built Blueprint logic with replication in mind. Handled documentation and localization, including key integration. Final level art was produced by the Level Artist.
Personal contribution
- Multiplayer Level DesignTook spaces from layout to playable implementation while accounting for simultaneous routes, group pacing and encounters.
- Mode Game DesignDesigned game features, puzzles and player-to-player interactions, then tested the rules and tuned balance.
- Blueprint logic and localizationScripted replicated puzzle logic, maintained documentation and task briefs, and integrated localization keys.
Project media


10DFP PrototypeLEVEL DESIGNER · LEADA one-month location prototype built with a small Level Design / Level Art team, combining hands-on Level Design with Lead responsibility.
A one-month location prototype built with a small Level Design / Level Art team, combining hands-on Level Design with Lead responsibility.
Personal contribution
- Location designContributed directly to the spatial structure and playable presentation.
- Lead responsibilitySupported team direction within the one-month prototype window.
Project media


11Abandoned BaseLEVEL DESIGN · VISUAL PROTOTYPINGA focused exterior environment study for an open-world shooter about modified robots, showing the location from early blockout through environmental dressing.
A focused exterior environment study for an open-world shooter about modified robots, showing the location from early blockout through environmental dressing.
Personal contribution
- Blockout-to-visual progressionDeveloped the exterior from simple massing into a dressed environment.
- World premiseFramed the location around an open-world shooter conflict with modified robots.
Project media


12Nature SamplePRINCIPAL LEVEL DESIGNERA team environment study combining Gaea terrain, SpeedTree vegetation and PC-focused scene optimization, presented with its remaining polish gaps intact.
A team environment study combining Gaea terrain, SpeedTree vegetation and PC-focused scene optimization, presented with its remaining polish gaps intact.
Personal contribution
- Principal Level DesignLed the team through the complete environment study.
- Terrain and vegetation pipelineConnected Gaea terrain work with a SpeedTree vegetation set.
- Transparent WIP boundaryThe captured build explicitly leaves unfinished lighting, shadows, color and background texturing visible.
Project media


13TD Roguelike - NDAGAME DIRECTORGame-direction work on a Tower Defence concept combining strategic planning, real-time micromanagement and RPG-like meta progression.
Game-direction work on a Tower Defence concept combining strategic planning, real-time micromanagement and RPG-like meta progression.
Personal contribution
- Core and meta visionShapes the relationship between tactical play and long-term progression.
- Balance and content directionWorks across balance, enemy concepts and environmental story.
- Documentation and UXTurns the design into a communicable product and interaction model.
Project media


Turrets, mutations, skills, and survival. One Bastion against monster hordes to the rhythm of music.
A PvP/PvE tactics game: build a squad, plan turns, combine attacks, and develop heroes.
Develop Prospectors, clear dungeons, and build a business. Tactical WEGO battles in a world where metal costs more than life.
Experience
Commercial experience and responsibilities.
Red Rift, Inc.
Senior Level Designer / Game Designer
DragonCall: dungeon design and balance, traps and PvP situations - from paper design and blockout to full implementation.Pixelsky Studio
Lead Level Designer / Team Lead
Armored Warfare and World War 3: full map-production control, pipelines, LD-team mentoring, FPS/optimization review and ShockWave-mode balance.Decartel
Lead Level Designer
Organized the Level Design / Level Art / Tech Art department; managed the pipeline from concept to release, visual reviews and mentoring.HeroCraft
Game Designer / Level Designer
Gravewood High: levels and puzzles, multiplayer mode, Blueprint logic, interactions, narrative, documentation and cross-discipline delivery.ProGalaxy
Lead Level Designer / Game Designer
Team leadership, planning and decomposition; prototyping mechanics, economies and scenarios; graybox-to-final production.Freelance / own projects
Project Manager / Game Designer / Level Designer
Freelance projects and independently developed prototypes.
Contact
Looking for a Lead Level Designer, Game Designer, or Design Lead?
If my experience fits your team or project, message me on Telegram or LinkedIn. We can discuss the role, responsibilities and collaboration format.