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.

Showing 17
GENERATIVE NARRATIVE RPG · IN DEVELOPMENT

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.

Unscriptum wordmark over a purple fantasy landscape
Personal contribution
  • 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

Detailed breakdownOpen case
PvE / PvP VEHICLE ACTION

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.

Armored Warfare project cover
Personal contribution
  • 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

Detailed breakdownOpen case
TACTICAL MULTIPLAYER FPS

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.

World War 3 project cover
Personal contribution
  • 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

Detailed breakdownOpen case
THIRD-PERSON MULTIPLAYER OPEN WORLD

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.

Meta City level and gameplay frame 24
Personal contribution
  • 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

Detailed breakdownOpen case
THIRD-PERSON GUN-FIGHT DEMO · NDA

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.

A Man Called Malice project cover
Personal contribution
  • 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

Detailed breakdownOpen case
STEALTH HORROR · ENVIRONMENTAL PUZZLES

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.

Gravewood High project cover
Personal contribution
  • 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

Detailed breakdownOpen case
MOBILE PRODUCER SIMULATOR

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.

Bloghouse Rivals mansion with themed production rooms and studios
Personal contribution
  • 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

Detailed breakdownOpen case

Additional work

More projects and prototypes.

More commercial work, prototypes and game-design studies in a compact index.

08
DragonCallSENIOR / LEAD LEVEL DESIGNER · GAME DESIGNER

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

Detailed breakdownOpen case
09
Gravewood High MultiplayerGAME DESIGNER · TECHNICAL GAME DESIGNER · LEVEL DESIGNER

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

Detailed breakdownOpen case
10
DFP PrototypeLEVEL DESIGNER · LEAD

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

Detailed breakdownOpen case
11
Abandoned BaseLEVEL DESIGN · VISUAL PROTOTYPING

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

Detailed breakdownOpen case
12
Nature SamplePRINCIPAL LEVEL DESIGNER

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

Detailed breakdownOpen case
13
TD Roguelike - NDAGAME DIRECTOR

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

Detailed breakdownOpen case
14
SECTOR SEALEDPERSONAL PROJECTIN DEVELOPMENT

Work, isolation, and fear. Who do you help survive, and who is left without a chance?

15
BastionPERSONAL PROJECTIN DEVELOPMENT

Turrets, mutations, skills, and survival. One Bastion against monster hordes to the rhythm of music.

16
Magic LegendsPERSONAL PROJECTIN DEVELOPMENT

A PvP/PvE tactics game: build a squad, plan turns, combine attacks, and develop heroes.

17
ProspectorPERSONAL PROJECTIN DEVELOPMENT

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.

  1. 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.
  2. 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.
  3. Decartel

    Lead Level Designer

    Organized the Level Design / Level Art / Tech Art department; managed the pipeline from concept to release, visual reviews and mentoring.
  4. HeroCraft

    Game Designer / Level Designer

    Gravewood High: levels and puzzles, multiplayer mode, Blueprint logic, interactions, narrative, documentation and cross-discipline delivery.
  5. ProGalaxy

    Lead Level Designer / Game Designer

    Team leadership, planning and decomposition; prototyping mechanics, economies and scenarios; graybox-to-final production.
  6. 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.