About Me
Game systems, visual implementation and product communication.
A profile built around practical game-development work: playable prototypes, technical art, 3D production, team workflows and the ability to explain a project clearly.
Short bio
Game Developer / Technical Artist / 3D Generalist
Semyon works across game design, 3D art, technical art and production workflows. His strongest portfolio direction is the connection between mechanics, visual readability and the technical pipeline that lets a project become playable.
The site is structured to show not only finished output, but also the decisions behind it: constraints, role, team, problem solving, optimization, playtesting and the practical media proof that makes the work easy to judge.
Focus areas
- Unreal Engine game development and Blueprints collaboration.
- 3D assets, materials, shaders, VFX and level assembly.
- Production pipelines for artists and larger scenes.
- AI-assisted prototyping and role-based agent workflows.
How I work
Not just assets, but working experiences.
The portfolio language is intentionally impact-driven: what changed because of the work, what problem was solved and what it proves to a team.
Prototype the loop
Start with the player action, readable constraints and the smallest playable proof.
Build the pipeline
Prepare assets, materials, UI and rules so the work can scale beyond one-off manual fixes.
Test the result
Use playtests, performance checks and visual breakdowns to learn what actually works.
Marketing and design background
Several years of communication work inform the game-dev angle.
Before focusing on game development and technical art, Semyon spent roughly 4-5 years in marketing, SMM, visual communication and design, including about a year in PR/communication leadership or coordination roles.
That background helps frame games as products: audience, hook, positioning, competitors, short-form video, social posts, devlogs, store pages, trailers and pitch materials.
Useful transfer
- Clear positioning for portfolio and Steam-style materials.
- Understanding of what a first-time viewer reads in seconds.
- Experience with copy, visuals, content planning and presentation.
- Comfort with teamwork, task distribution and communication pressure.
Tools
Current stack and proof areas.
This list is intentionally compact; deeper proof lives in the project pages and Production cases gallery.