Specialization: Combat Systems, Encounter Design, Ability Mechanics
Experience: 4 months professional (No Name Games) + Independent portfolio work (1+ year summary)
Location: Remote (Ukraine)
I design systems-driven combat encounters and abilities with focus on player agency, skill expression, and emergent complexity.
๐บ Watch 8-Minute Video Breakdown
Multi-phase alchemist boss with predictive AI, dynamic difficulty modifiers, and build-crafting rewards.
Key Features:
- Potion brewing system with dual modes (self-buff vs thrown hazards)
- Predictive targeting AI that tracks player velocity
- Player-like decision-making (heals at low HP, adapts behavior per phase)
- Modifier system: 5 difficulty toggles that upgrade both boss and loot
- Diminishing returns on healing to prevent stalling
Technical Implementation:
- Python prototype with playable combat
- State machine AI for phases and combo attacks
- Weighted probability system for potion decisions
Full Documentation โ | Python Code โ
Complete custom class for Wynncraft MMO with 3 archetypes and 40+ abilities.
Design Scope:
- 4 core abilities with branching upgrade paths
- 3 distinct archetypes (Defender, Elementalist, Mindbreaker)
- Resource mechanics and ability synergies
- Lore integration with existing game world
[View Documentation โ] https://github.com/coLoLrizer/PORTFOLIO/blob/main/Telekinetic.md
Technical design for geometry-based orbital mechanic solving collision and targeting problems.
Problem-Solving Focus:
- Phantom orbit solution using quadrant system
- Tangent line calculations for smooth trajectories
- Ability that does not interfere with the player's vision
**[View Technical Breakdown โ] https://github.com/coLoLrizer/PORTFOLIO/blob/main/Monolith.md **
Evolution of one ability across three design contexts (fantasy โ prototype โ MMO-ready).
Shows:
- Terrain dependency analysis
- UX/balance trade-offs
- Platform-specific constraints (Wynncraft vs Arhea)
**[Read Case Study โ] https://github.com/coLoLrizer/PORTFOLIO/blob/main/Orbital_Strike_Evolution.md **
October 2024 โ Present | Mobile Game Development
- Designed trick progression system for mobile snowboard game
- Created rarity-based QTE mechanics with environmental modifiers
- Built scalable content matrix supporting 30+ unique trick variants
Core Competencies:
- Combat & Encounter Design (boss fights, ability kits, combo systems)
- Systems Design (progression, itemization, build diversity)
- Prototyping (Python, functional demos)
- Technical Documentation (GDD-style specs, ability sheets)
Design Thinking:
- Player agency and skill expression
- Emergent complexity from simple rules
- Systemic cohesion and internal loops
- Risk/reward balance and counterplay
Tools:
- Python (prototyping)
- GitHub, Markdown, Trello
- Google Docs, Sheets (documentation, balance)
Redesign proposals for live MMORPG systems:
Riftwalker โ Light/Dark Mode System
Dual-mode combat with phase-specific abilities and mode-switching mechanics.
**[View Design โ] **
Ritualist โ Ritual Charge System
Converts mask-swapping into charge-based ritual activation.
**[View Design โ] **
- Rise to Sun โ Multiplayer arena GDD
- Weapon & item design concepts
Remote Junior/Mid Game Designer roles focused on:
- Combat systems and encounter design
- Ability design and class mechanics
- Systems design and progression
Open to:
- Full-time positions
- Contract work
- Paid design tests
Email: colorizer505@gmail.com
LinkedIn: https://www.linkedin.com/in/timur-l-476966373/
Portfolio: https://github.com/coLoLrizer/PORTFOLIO
- Featured Projects: 4 major design pieces
- Prototypes: 1 playable (Python)
- Documentation: 15,000+ words across projects
- Video Content: 8-minute breakdown available
Last updated: February 2026