Nazar Diachuk

Game Designer

Experience

PicaTrebax

March 2023 - Feb. 2024

  • Feature Design & GDD Maintenance: Authored comprehensive technical specifications (specs) for new gameplay features; maintained up-to-date Game Design Documents (GDD) across the entire project lifecycle.
  • Level Design & Gameplay Balancing: Designed level layouts and tuned difficulty scaling, pacing, and player progression to optimize gameplay flow and session retention.
  • Economy, Monetization & Progression Architecture: Engineered in-game economies from scratch, modeled resource sinks/faucets, designed item progression trees, and implemented monetization loops.
  • Data-Driven Optimization & Market Research: Analyzed telemetry and player behavioral patterns to iterate on balance; conducted competitor benchmarking to identify and integrate relevant market feature trends.
  • Production Alignment & Milestone Planning: Collaborated closely with Producers and Project Managers to define roadmap milestones, prioritize backlog tasks, and streamline delivery pipelines.
Kevuru Games

May 2022 - Feb 2023

  • R&D, Conceptual Design & Prototyping: Formulated original gameplay concepts and system architectures; conducted rapid prototyping to validate feature hypotheses before full-scale production.
  • Full-Spectrum Economy & Event Balancing: Built and balanced multi-currency game economies (soft, hard, and event currencies), managing resource flow (faucets/sinks) and progression dynamics; configured and balanced LiveOps events to drive player retention and monetization.
  • Art Direction Support & Quality Control: Generated creative briefs and art concepts; collaborated closely with the Lead Artist to perform Art QA, ensuring visual assets met design specifications, stylistic guidelines, and technical budgets.
  • GDD Authoring & Cross-Functional Production: Authored detailed Game Design Documents (GDD) and task specifications; prepared and managed task pipelines for both art and engineering teams to guarantee smooth feature delivery.
MURKA

Oct 2021 - April 2022

  • Feature Design & GDD Authoring: Authored clear, comprehensive Game Design Documents (GDDs) for new gameplay features, systems, and content mechanics.
  • Market Research & Game Deconstructs: Conducted competitor market research and detailed game deconstructs to analyze rival core loops, retention triggers, and monetization designs.
  • UI/UX Prototyping: Created wireframes, user flowcharts, and functional UI prototypes in Figma and Miro to validate screen interactions and player onboarding.
  • Cross-Functional Collaboration: Partnered closely with programmers, artists, animators, and level designers to align vision, clarify specs, and deliver features according to design goals.
Ejaw

March 2021 - Sept 2021

  • Feature Design & Documentation: Authored comprehensive technical specifications (GDDs/specs) for new gameplay features and mechanics targeting engineering and art teams.
  • Economy & Monetization Architecture: Designed and tuned core game economies from scratch, managing resource sinks/faucets and integrating monetization loops.
  • Level Design & Balancing: Created new level layouts and balanced difficulty scaling/pacing to optimize player progression and retention curves.Data-Driven Design: Analyzed gameplay and player behavior data to iterate on economy parameters, level balance, and monetization strategies.
Skill Group

March 2021 - Sept 2021

  • Economy & Systems Design: Engineered and balanced full game economies from scratch; seamlessly integrated expansion models into core economy loops. Tuned itemization, drop rates, and resource sinks.
  • LiveOps & Event Management: Designed, configured, and balanced time-limited events to boost retention and monetization. Researched and conceptualized new feature pipelines and DLC content.
  • Technical Documentation & Pipeline: Authored detailed Game Design Documents (GDD) and specs for programmers, artists, and level designers. Managed feature acceptance and quality control.
  • Team Leadership & Data Analytics: Led cross-functional feature teams of up to 10 specialists. Analyzed telemetric data and player behavior to inform balance adjustments and design iterations.
  • Hands-on Level Design: Contributed to level layout prototyping and scene population when required.
QuesterGame

May 2017 - Sept 2017

  • 2D Level Design: Designed and blocked out several 2D platformer levels, focusing on spatial navigation, pacing, hazard placement, and player flow.
  • Item Economy & Balancing: Calculated and tuned balance metrics for a specific item category, ensuring proper drop rates, utility, and progression impact.
  • Feature Conception: Pitched and conceptualized new core gameplay mechanics that enriched player interaction and moment-to-moment gameplay.

Education

AUTODESK AUTHORIZED 
TRAINING CENTER

June 2026

3D MODELING WITH AUTODESK FUSION

T. S. National University of Kyiv

2015 - 2019

Applied Physics

T. S. National University of Kyiv

2019 - 2021

Applied Physics and Nanomaterials

Game Design courses

May 2019

ITEA

Unity 3D courses

March 2019

ITEA

Skills

C# Unity

Miro

JIRA

Asana

Git

Figma

Photoshop

MySQL

Confluence