Lead Game Designer · 19 Years

Systems.
Combat.
Progression.

Senior game design consulting for studios that need experienced design judgment on a flexible basis. From the first design doc to the finished product.

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Shipped
AC Origins AC Origins: Curse of the Pharaohs AC Black Flag AC Rogue AC Valhalla AC Valhalla: Dawn of Ragnarök AC Mirage Dying Light 2: The Beast Off The Grid AC Liberation Ghost Recon Shadow Wars Chessmaster: Art of Learning

01

System Design

Combat, progression, economy, meta, and AI systems — from paper design through prototype to implementation. Full feature ownership or targeted contribution.

02

Design Reviews & Audits

An experienced outside eye on systems in development or already shipped. Identifying where things break, where players drop off, and what the fix looks like.

03

Fractional Lead Designer

Embedded part-time as your lead designer. Useful for studios that need senior design leadership without a full-time hire — or need to bridge a gap.

04

Production Roadmapping

Translating design direction into a plan a team can execute against — scope definition, milestones, team composition, and sequencing.

19
Years in game design
9+
Shipped titles
7
Max team size led

I've spent 19 years designing game systems across AAA and live-service titles at Ubisoft, Techland, and Gunzilla Games. My work spans combat and encounter design, player progression, economy, meta systems, and AI — from paper design through prototyping to ship.

I've led design teams through full production cycles, owned complex features end-to-end, and navigated cross-studio collaboration at scale. I'm comfortable in pre-production ambiguity and late-stage delivery pressure alike.

After years in-house, I'm now taking on select consulting engagements — bringing the same design judgment to studios that need it on a flexible basis.

Game Design

The only thing that actually kills a game system

Players will tolerate bugs, difficulty spikes, and mechanical complexity. What they won't tolerate is unfairness. Ten ways game systems break their implicit promise to the player, across combat, loot, progression, economy, and live service.

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The audit opened my eyes to issues I hadn't seen, and strengthened my view on things I suspected needed attention. I see the collaboration as instrumental to the future success of my game - I could only wish I had approached Andrey earlier.

Gaming Investor

How can
I help?

Whether you're a studio building a game or an investor evaluating one, an outside design perspective can change what you see. If something here sounds relevant, I'm easy to reach.