Open to opportunities

TimurRasulev.

Unreal Engine developer & game designer

I work on KIBORG and Chicken Chicken. I also design and build game projects.

Explore my work

A LITTLE ABOUT ME

A developer with a game design background.

Tashkent, Uzbekistan

Timur Rasulev

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 & education

TOOLS & PRACTICE

Skills in action.

Unreal Engine & programming

Unreal Engine 4 / 5

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

Blueprints

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

C++

I use C++ alongside Blueprints for gameplay logic in Unreal Engine.

Gameplay Ability System

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

Behavior Trees

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

EQS

I use environment queries in enemy AI. In KIBORG, I worked with EQS alongside Behavior Trees and combat logic.

Examples in my work

Animation Blueprints

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

Multiplayer replication

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

Enemy & boss AI

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

Movement & camera

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

Debugging & playtesting

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

Optimization & QoL

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

Game design

Rules & game systems

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

Prototyping

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

Controls & timing

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

Tutorial design

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

Design documentation

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

Interfaces & visual design

UI / UX

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

Figma

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

UI implementation in Unreal

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

Adobe tools

I use Adobe applications to prepare visual materials. I can put together graphics and presentations to communicate an idea or a project.

Generative AI & MCP

Generative AI

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.

MCP

I use MCP to give AI assistants access to tools and project context. I review their changes and check the result in the application.

Working with a team

Joining existing projects

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

Learning new tools

I learn new software and development approaches through practical tasks: exploring the relevant features, trying them, and checking the result in the project.

Responsibility

I follow tasks through, check my work, and honor agreements. When difficulties arise, I raise them with the team early.

Considerate communication

I keep discussions calm and focused on the work. I listen to feedback, explain my decisions, and consider my colleagues’ perspectives.

GAMES & PROTOTYPES

Selected work.

TEAM & SOLO PROJECTS

Game design
and development.

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 skills

Experience

2021 — PRESENT

Sobaka Studio

Unreal Engine Developer
Technical Game Designer

2022 — 2025

Alpharabius Games

Formerly Snowbird Studio

Unreal Engine Developer
Technical Game Designer

2019 — 2023

Miraj Stories

Game Designer & UI/UX Designer

EDUCATION / 2019 — 2023

HSE University

Bachelor’s degree in Game Design · Moscow

OPEN TO OPPORTUNITIES

Let’s make
games.

SWAZKI / SELECTED WORK

Showreel 2026