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.

1

Prototype the loop

Start with the player action, readable constraints and the smallest playable proof.

2

Build the pipeline

Prepare assets, materials, UI and rules so the work can scale beyond one-off manual fixes.

3

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.

Unreal Engine 5 Blueprints Blender Photoshop Figma DaVinci Resolve Phaser Linear Telegram Bots Codex / AI workflows