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HAVE A GAMEPLAY IDEA? LET’S TURN IT INTO A WORKING SYSTEM.

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Hello, my name is Anton Kiyko. It’s a pleasure to meet you.I’m a Junior Technical Designer specializing in Unreal Engine. I enjoy finding technical solutions to gameplay challenges, from implementing individual mechanics to building interconnected systems.In my projects, I combine game design thinking, programming, and technical implementation. In this portfolio, I’ll show how I apply these skills in practice and how I grow with every new project.

My Approach

A Great Gameplay Idea Needs to Work

In game development, coming up with an interesting mechanic is only the first step. It also needs to be implemented, integrated into existing systems, tested in practice, and made reliable.

The three projects in this portfolio demonstrate how I approach these challenges across different teams and development conditions.

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Tomahawk 2025
This is a sci-fi first-person shooter with parkour elements. The player takes on the role of a combat guardian fighting rebel biosoldiers and drones.

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PROBLEM
Within a tight 2.5-month deadline, I had to implement key gameplay mechanics, enemy behavior, and UI while ensuring the vertical slice remained stable. One of the main technical challenges was dealing with Gimbal Lock when throwing a weapon and controlling its rotation in flight.DEVELOPMENT
I studied technical documentation and tutorials, applied what I learned, and built prototypes to test gameplay mechanics. I coordinated gameplay decisions with the team lead while fixing bugs and optimizing the project.SOLUTION
To address the Gimbal Lock issue, I developed a system that stored the relevant coordinate values immediately before the player attempted to rotate the actor. I also implemented the core weapon mechanics, AI for one of the three enemy types, the main menu, and the pause menu.

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RESULTS

I delivered key systems for the vertical slice, fixed numerous bugs, and optimized the game under a tight deadline. The project won the Game Design category at DAFES AWARDS ’25.

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Pupunya: A Tale of a Small Hero 20253D third-person action platformer about a brave Pomeranian knight who must reach the castle of an evil cat sorcerer and defeat him.

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PROBLEM
The project required a complete set of gameplay systems, from character controls to interactions with platforms, traps, and enemies. I was responsible for implementing the game logic as part of a three-person team consisting of a game designer and level designer, an artist, and me.DEVELOPMENT
I developed the gameplay systems step by step and configured how they interacted. My focus was on bringing the character, platforms, traps, and enemies together into a cohesive gameplay experience.SOLUTION
I independently implemented the core gameplay logic for the vertical slice, connecting the key mechanics and making the level playable from beginning to end.

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RESULTS

The project received positive feedback from instructors and fellow students, as well as a high evaluation from the review commission. This experience strengthened my ability to take ownership of gameplay systems and implement them independently.

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FireBorn 2026FireBorn is a dynamic 3D dark fantasy first-person shooter in which the heroine can steal the souls of enemies to gain temporary abilities.

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PROBLEM
Working in a five-person team, I took on the roles of Programmer, Technical Designer, and Technical Artist. I needed to implement the AI for five enemies, including a boss, and integrate combat encounters into the existing game systems. A major challenge was creating dynamic enemy behavior, which required me to quickly learn the fundamentals of Behavior Trees, a tool I had limited experience with.DEVELOPMENT
Within a tight timeframe, I studied the fundamentals of Behavior Trees and applied them to enemy AI. I also implemented arena events, boss fight logic, and tutorial sequences. Throughout development, I integrated new systems into the existing project, fixed bugs, and optimized performance.SOLUTION
I implemented the behavior of five enemies, including the boss, as well as arena event logic, the boss fight sequence, and tutorial systems. I integrated these features into the project’s existing architecture.

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RESULTS

I gained practical experience with Behavior Trees and dynamic AI, while improving my ability to integrate interconnected gameplay systems in a team environment. The project expanded my technical skill set and strengthened my confidence in working with complex game logic.

CONCEPT / FUTURE — What’s Next

From Implementing Mechanics to Designing Systems

I’m continuing to develop my Unreal Engine, programming, and technical design skills, with a focus on building reliable, interconnected gameplay systems.

My goal is to become a Technical Designer who does more than implement features — someone who helps teams find effective technical solutions that bring gameplay ideas to life.

I’m open to internship and Junior Technical Designer opportunities.

If your team is looking for someone who combines gameplay understanding with hands-on technical implementation in Unreal Engine, I’d be happy to discuss how I can contribute.

e-mail: anton_kiyko@mail.ru
telegram: @kiykoaa


Let’s turn gameplay ideas into working systems.

Kiyko Anton_Technical game designer portfolio
Проект создан 25.10.2026
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