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coLoLrizer/README.md

Timur โ€” Game Designer

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.


๐ŸŽฎ Featured Work

๐Ÿ“บ 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†’


Telekinetic Class โ€” Full Class Design

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


Monolith โ€” Technical Ability Design

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 **


Orbital Strike โ€” Iterative Design Case Study

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 **


๐Ÿ’ผ Professional Experience

No Name Games โ€” Systems Designer

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

๐Ÿ› ๏ธ Skills & Expertise

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)

๐Ÿ“‚ Additional Work

Wynncraft Class Reworks

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†’] **

Other Projects

  • Rise to Sun โ€” Multiplayer arena GDD
  • Weapon & item design concepts

๐ŸŽฏ What I'm Looking For

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

๐Ÿ“ซ Contact

Email: colorizer505@gmail.com
LinkedIn: https://www.linkedin.com/in/timur-l-476966373/ Portfolio: https://github.com/coLoLrizer/PORTFOLIO


๐Ÿ“Š Portfolio Stats

  • 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

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