
KIBORG
Enemy and boss behavior, combat animation, and AI debugging tools.
Unreal Engine developer & game designer
I work on KIBORG and Chicken Chicken. I also design and build game projects.
Explore my workA LITTLE ABOUT ME
Tashkent, Uzbekistan

Since 2021, I’ve worked at Sobaka Studio as an Unreal Engine Developer and Technical Game Designer. I hold a bachelor’s degree in Game Design from HSE University.
I get up to speed quickly in existing projects. I pay close attention to controls, timing, and animation, spotting inconsistencies and testing changes in play.
Experience & educationTOOLS & PRACTICE
I use Unreal Engine 4 and 5 to build prototypes and develop gameplay systems in a team. My Chicken Chicken work covers early prototypes, the Early Access release, and updates. I built and published the student game EVE.EXE independently.
Examples in my work
I use Blueprints for object interactions, events and mini-game rules. In Doomer, my work included the in-game computer and television, item inspection and rubbish accumulating in the apartment.
Examples in my work
I use C++ alongside Blueprints for gameplay logic in Unreal Engine.
I use GAS as part of gameplay and combat systems. I worked with it on enemy and boss behavior in KIBORG and on gameplay integration in Chicken Chicken.
Examples in my work
I work on enemy and boss decision logic, connecting behavior to combat actions and animation. In KIBORG, I did this within the project’s existing AI architecture.
Examples in my work
I use environment queries in enemy AI. In KIBORG, I worked with EQS alongside Behavior Trees and combat logic.
Examples in my work
I connect animation states to gameplay and combat logic, tuning attack timing and transitions. On KIBORG, I worked on enemy animation.
Examples in my work
I implement networked interactions and check how they behave for the players in a match. My work includes Chicken Chicken’s cooperative mini-games. In Cosmo Clash, I also profiled network traffic to investigate stalls during busy matches.
Examples in my work
I work on attack patterns, combat state transitions, and coordinated enemy behavior. On KIBORG, I contributed to enemies and bosses and tested them in a development arena.
Examples in my work
I work on character movement, the camera, and world interactions. Examples include movement and controls inside vehicles in Chicken Chicken and EVE.EXE’s one-button flight.
Examples in my work
I reproduce bugs, investigate their causes, and check fixes in play. On KIBORG, I built AI visualization and debugging tools and tested individual enemies and group encounters.
Examples in my work
I work on performance and usability. In Cosmo Clash, I profiled network traffic. On Chicken Chicken, I worked on optimization, bug fixes, and quality-of-life improvements for release and updates.
Examples in my work
I design rules and the decisions they ask players to make. My work includes team mini-games in Chicken Chicken, medicine crafting in Dark Pharma, and unit abilities in Cosmo Clash.
Examples in my work
I test ideas through playable prototypes. In Candy Rage, I combined shooting with same-color chains; in Reality Sling, I worked on a slingshot tower-defense prototype.
Examples in my work
I notice when controls, animation, and gameplay logic feel out of step. I test them in play and tune attack anticipation, impact, recovery, air control, and camera response.
Examples in my work
I plan how players encounter and practise new mechanics. EVE.EXE lets them practise in the menu. For HIKOKI, I designed a first session that gradually introduces more complex decisions; in Dark Pharma, I implemented the tutorial.
Examples in my work
I document rules, states, and player flows so they can be discussed and implemented. My Dark Pharma documents cover crafting and ingredient properties; HIKOKI’s cover building rules and tutorial steps.
Examples in my work
I design user flows, navigation and screen states. In Platoon Commander, I worked on army recruitment and battle preparation. In Miraj Stories, I designed the library, categories and profile so children could navigate the app independently.
Examples in my work
I create layouts and interactive prototypes, working through transitions and component states. Examples include army preparation in Platoon Commander and the library, navigation and profile screens in Miraj Stories.
Examples in my work
I implement interfaces in Unreal Engine and connect them to gameplay logic. My work includes UI for Platoon Commander and Dark Pharma, as well as the simulated computer inside Doomer.
Examples in my work
I use Adobe applications to prepare visual materials. I can put together graphics and presentations to communicate an idea or a project.
I use generative AI when working with code, text and visual materials. I define the task, provide context, check the result and refine it to fit the project.
I use MCP to give AI assistants access to tools and project context. I review their changes and check the result in the application.
I get up to speed with existing systems and make changes within the project’s architecture. I did this when joining KIBORG mid-development, including working without complete technical documentation.
Examples in my work
I learn new software and development approaches through practical tasks: exploring the relevant features, trying them, and checking the result in the project.
I follow tasks through, check my work, and honor agreements. When difficulties arise, I raise them with the team early.
I keep discussions calm and focused on the work. I listen to feedback, explain my decisions, and consider my colleagues’ perspectives.
GAMES & PROTOTYPES

Enemy and boss behavior, combat animation, and AI debugging tools.

Mini-game design, multiplayer gameplay, and Early Access release work.

Object interactions, an in-game computer and television, events, and achievements.

Figma interface prototypes and Unreal Engine UI implementation for a tactical strategy game.

Medicine crafting, interface design, and a playable tutorial.

A sports RTS with squad controls, alien abilities, and a multiplayer prototype.

A one-button runner with flight, color-coded rules, and a playable menu tutorial.

A first-person match-3 shooter where color chains fuel explosive combat.

A jam tower defense prototype with slingshot movement and two realities.

UI/UX and game design for a children’s library of stories, games and interactive books.

Rules, mobile UI, and tutorial design for a city-building puzzle.

A mobile arcade prototype with movable turrets, color switching, and friendly fire.
TEAM & SOLO PROJECTS
On Chicken Chicken, I worked on early prototypes, the Early Access release, and updates. I joined KIBORG mid-development and learned its existing systems. I’ve also designed and built independent student projects.
I play across many genres. I enjoy figuring out why combat, controls, or a small mechanic work particularly well, then testing those observations in my own projects.
Back to skillsUnreal Engine Developer
Technical Game Designer
Game Designer & UI/UX Designer
OPEN TO OPPORTUNITIES