Yehor Matviienko

Junior Game Designer

Why game development

I have been playing games for 10 years. That is more than half my life. I finished well over 100 of them, from Dark Souls and Elden Ring to Cyberpunk 2077 and Kingdom Come: Deliverance II. And I don't just play. I notice why a level makes me want to explore, why a hard boss still feels fair, why I want one more run.

My favourite genre is the immersive sim. Dishonored showed me how much a game can trust the player: one goal, many ways to reach it. There are too few games like this today. I want to help make more of them.

Content creation taught me how to hold attention and bring people back. A good game loop does the same thing. Now I am building my own: my first Roblox game is in development, and I write down every design decision.

01

Game dev portfolio

My first steps as a game designer: an original mission concept and a Roblox game in active development.

The Other Side of the Block

Mission concept · First-person immersive sim · PC / console
Mission design docLevel & systems design1990s Eastern Europe

A property assessor surveys a panel block before demolition. The paperwork lists 91 flats. The building has 90. In mailbox 91 he finds a child's drawing of a cat, and the cat is waiting on the stairs.

One night, one building, one goal and five ways to reach it. A cat that walks between the block as it is and the block as it remembers itself.

Open the interactive concept →

Key design ideas

Two worlds, one building. The face: people, locked doors, noise. The other side: nobody, every door open, but the geometry is what the block remembers. Flat 91 only exists there.
The cat is the hint system. Feed it and it walks to the nearest hidden path. Where it sits and stares, something happened. It is also unreliable. It is a cat.
The "one thing" rule. From the other side you can bring back exactly one item. Everything else crumbles on the threshold. So the easy world has a price.
The crossing is negotiated, not pressed. You switch worlds by walking through a doorway behind the cat. No button, no cooldown. A relationship.
Shadows are read by sound. No detection meter. You hear where the shadow is, and you hide. Fear comes from listening, not from UI.
Endings are found, not chosen. Five traces hidden in the block. The ending is built from what you actually found, with no dialogue wheel at the end.

Anime Auction (working title)

Roblox · 1v1 social party game · Game design & production
Playable prototypeRoblox StudioLuauAI-assisted development

Two players sit at a table and bid on anime character cards with the same $20 budget. After 8 cards a judge announces whose team is stronger. The winner takes one card into their permanent collection.

My role: concept, market research of the Roblox niche, rules, economy and monetization design, content plan. Code is written together with AI tools under my design direction.

Core loop (~2 minutes)

Sit at a table→ Bid on 8 cards ($20)→ Judge's verdict→ Winner picks 1 card→ Rarity roll: Normal / Gold / Galaxy / Rainbow→ Complete fandom sets↺

Screenshots

Key design decisions
ProblemDecisionWhy
Empty servers kill a social gameIf nobody joins in 20 s, a bot opponent sits downThe round starts in under 20 seconds. First-session drop-off is the main ranking signal on Roblox
Sealed (blind) bidsRejected. Open bids with +1 / +5 / all-in buttonsReadable for kids in seconds; bluffing makes new players quit
Strong cards every round = no rarityEach table gets 5 common, 2 medium, 1 strong cardKeeps 5-star cards exciting and the collection meaningful
Paid luck can feel unfairLuck only affects your own rarity roll after winningAt the table everyone is equal. Players pay for collection, rarity and status, never to win
"Steal a card" ideaSteal from the table, not from the opponent's collectionStealing from a collection is pay-to-lose for the victim: rage, dislikes, churn
Research behind it

Before designing, I studied the Roblox "table mini-game" niche (Choose the Stronger Anime, Paint a Pancake, Ball vs Ball): how the recommendation algorithm ranks games, how studios ship one formula with a new theme every 2 to 5 weeks, and which clones are already dead. The game is scoped for 2 to 3 weeks with weekly content updates.

02

Experience & Education

Experience

Oct 2025 – May 2026 Vien.lifeSMM Manager & Content Creator · health-optimization service: lab checkups, personal plan and a health coach Details & works
  • Website. Built the Vien.life website: structure, visual style and texts.
  • Reels. Came up with ideas, wrote scripts, shot and edited short vertical videos.
  • Posts. Designed visual posts and wrote captions in one consistent brand style.
  • Content strategy. Planned what to publish and when, and adapted formats for each platform.

Works

Website

vien.life

Landing page for VIEN Performance: structure, visual style and all texts. Opens in a popup, scroll it like the real site.

Reel

Vertical video

A reel for VIEN's social media: idea, script, shooting and editing.

Education

2025 – present Vizja UniversitySocial Media and Digital Marketing · Warsaw, Poland Details

Bachelor programme in Social Media and Digital Marketing: content, analytics, brand communication. The same skills I used at Vien.life.

2024 – 2025 Thames British SchoolBritish curriculum · Warsaw, Poland Details

Finished secondary school in English after moving to Warsaw.

2022 – 2024 HPC SchoolIB Programme · Heidelberg, Germany Details

Two years of the International Baccalaureate programme in Germany, studying in English in an international class.

03

Languages

  • EnglishIELTS 6.5 (2025)
  • UkrainianNative
  • RussianNative
  • PolishA2

IELTS Academic certificate. Click to zoom.

★

Games that shaped me

10 years of playing, 100+ games finished. What each genre taught me as a future designer.

Immersive sims · favourite

Dishonored, Dishonored 2

Systems over scripts: every mission can be solved my way. Stealth, chaos or something the designers never planned.

Soulslike

Dark Souls, Elden Ring, Lies of P

Hard but fair. Difficulty as the reward, and a world that tells its story without a single cutscene.

Story RPG

The Witcher 3, Cyberpunk 2077, Kingdom Come: Deliverance II

Choices with real consequences and worlds that feel lived-in, not decorated.

Survival & horror

The Last of Us, Resident Evil

Tension built from scarce resources, pacing and sound. Fear as a design tool.

Competitive

Counter-Strike, Valorant, Deadlock

Readability, balance and the "one more match" loop that keeps millions coming back.

Industries I admire most: Polish (CD Projekt RED, Bloober Team) and Japanese (FromSoftware, Capcom).

04

Skills

Game design

Core loop designGame economy & monetizationMarket & competitor researchDesign documentationPlayer retention thinking

Content & marketing

SMMReels & short-form videoVisual postsCopywritingWeb design

Tools

Roblox StudioLuau (basics)HTML / CSSCanva

Soft skills

Fast learnerSelf-drivenCommunicationInternational environment

AI tools

ClaudeClaude CodeChatGPTGeminiNano Banana

I use AI every day as a production partner: game code with Claude Code, research and design docs with Claude and ChatGPT, concept art and visuals with Nano Banana.