
HAVE A GAMEPLAY IDEA? LET’S TURN IT INTO A WORKING SYSTEM.

Hello, my name is Anton Kiyko. It’s a pleasure to meet you.I am a Junior Technical Designer specializing in Unreal Engine. I enjoy finding technical solutions to gameplay challenges, ranging from implementing individual mechanics to building interconnected systems.In my projects, I combine game design thinking, programming, and technical implementation. In this portfolio, I will demonstrate how I apply these skills in practice and how I evolve with every new project.
My Approach
A Great Gameplay Idea Needs to Work
In game development, conceiving an interesting mechanic is only the first step. It also needs to be implemented, integrated into existing systems, rigorously tested, and made reliable.
The three projects in this portfolio demonstrate how I approach these challenges across various teams and development scenarios.

Tomahawk 2025
This is a sci-fi first-person shooter with parkour elements. The player takes on the role of a combat guardian fighting rebel biosoldiers and drones.

PROBLEM
Under a tight 2.5-month deadline, I was tasked with implementing core gameplay mechanics, enemy behavior, and the UI while ensuring the vertical slice remained stable. A primary technical hurdle was mitigating Gimbal Lock during weapon throws and controlling the weapon’s rotation in flight.DEVELOPMENT
I studied technical documentation and tutorials, applied that knowledge, and built prototypes to test gameplay mechanics. I coordinated gameplay decisions with the team lead while concurrently debugging and optimizing the project.SOLUTION
To resolve the Gimbal Lock issue, I developed a system that captured the relevant coordinate values immediately prior to the player initiating actor rotation. Additionally, I implemented the core weapon mechanics, AI for one of the three enemy types, the main menu, and the pause menu.


RESULTS
I delivered key systems for the vertical slice, fixed numerous bugs, and optimized the game under a tight deadline. The project won the Game Design category at DAFES AWARDS ’25.

Pupunya: A Tale of a Small Hero 2025A 3D third-person action platformer about a brave Pomeranian knight who must reach the castle of an evil cat sorcerer and defeat him.

PROBLEM
The project required a complete set of gameplay systems, ranging from character controls to interactions with platforms, traps, and enemies. I was responsible for implementing the game logic as part of a three-person team that included a game designer, a level designer, an artist, and myself.DEVELOPMENT
I developed the gameplay systems incrementally, configuring how they would interact. My focus was on weaving the character, platforms, traps, and enemies together into a cohesive gameplay experience.SOLUTION
I independently implemented the core gameplay logic for the vertical slice, connecting the key mechanics and making the level playable from beginning to end.
RESULTS
The project garnered positive feedback from instructors and peers, along with a high evaluation from the review commission. This experience significantly strengthened my ability to take ownership of gameplay systems and implement them autonomously.

FireBorn 2026FireBorn is a dynamic 3D dark fantasy first-person shooter where the heroine can steal enemies' souls to gain temporary abilities.

PROBLEM
Working in a five-person team, I took on the roles of Programmer, Technical Designer, and Technical Artist. I was tasked with implementing AI for five enemies, including a boss, and integrating combat encounters into the existing game systems. A major challenge was creating dynamic enemy behavior, which required me to quickly master the fundamentals of Behavior Trees—a tool with which I had limited prior experience.DEVELOPMENT
Under a tight deadline, I studied the fundamentals of Behavior Trees and applied them to the enemy AI. I also implemented arena events, boss fight logic, and tutorial sequences. Throughout development, I integrated new systems into the existing project, resolved bugs, and optimized performance.SOLUTION
I implemented the behavior for five enemies, including the boss, alongside the arena event logic, the boss fight sequence, and tutorial systems. I successfully integrated all these features into the project’s existing architecture.


RESULTS
I gained practical experience with Behavior Trees and dynamic AI, while improving my ability to integrate interconnected gameplay systems in a team environment. The project expanded my technical skill set and strengthened my confidence in working with complex game logic.
CONCEPT / FUTURE — What’s Next
From Implementing Mechanics to Designing Systems
I’m continuing to develop my Unreal Engine, programming, and technical design skills, with a focus on building reliable, interconnected gameplay systems.
My goal is to become a Technical Designer who does more than implement features—someone who helps teams find effective technical solutions that bring gameplay ideas to life.
I am open to internship and Junior Technical Designer opportunities.
If your team is looking for someone who combines gameplay understanding with hands-on technical implementation in Unreal Engine, I would be happy to discuss how I can contribute.
e-mail: anton_kiyko@mail.ru
telegram: @kiykoaa
Let’s turn gameplay ideas into working systems.





