
About me
My name is Fyodor. I am a Programmer and a Technical Artist.
As a Programmer, I specialize on creating video game mechanics, bringing the game design ideas to life. I also write code for characters AI and User Interface systems.
As a Technical Artist, I connect the technical and artistic solutions from my team — setting up the animation assets, creating control rigs for the characters as well as making shading materials and visual effects.
My approach
Modern video games often have problems with optimization — not only in the game performance, but also in the technical approach. That causes harm both to the players' experience and to the developer team effectiveness.
When making complex games, my goal is to build optimized, scalable systems. Optimizing the performance of the game is crucial for a positive gaming experience, and systems scalability makes them future-proof, allowing to create new features on top of the old ones.
Working on a project in a team, it is important to organize my code to make it easily readable for other people. I also write technical documentation to keep things easy to understand: there I explain how to work with the game systems and how to set up game objects. It helps the team a lot by streamlining their work.
I love challenges!
My work as a programmer is to implement the ideas from the team as close as possible to their concept. Sometimes that leads to problems that require creative solutions.Providing feedback
I offer my vision on the features and provide feedback to make sure they work to shape players experience the way it was intended.My latest projects
Iron Smith
A single-player rogue-like video game

Genre: Rogue-like Platform: PC Game Engine: Unreal Engine 5.4 Features: Clear the dungeons from the monsters as a smith with enchanted armor and three types of weapons. Take quests from the villagers, collect the parts from defeated monsters and craft tools to help in your adventures.
For this game I wrote the code for the interactive objects, movement and combat mechanics of the main character, as well as User Interface code.
The main character uses three different types of weapons — a hammer, a shield with a sword and the dual blades. Each type has its own attack patterns and combat parameters that have to be coded.Besides normal attacks, each of the weapon has a unique trait and a special attack — in the hammer case, a heavy weapon like this hinders its holder, but strikes with increased damage. During its special attack the character jumps, striking the ground and sending a damaging shock wave forward.
The largest parts of my work for the code of this project were crafting and quest systems as they intertwine all the other systems in the game.


Canis Interfectorem
A single-player first-person shooter

Genre: First-person shooter Platform: PC Game Engine: Unreal Engine 5.2 Features: A first-person cosmic shooter with a simple goal: defeat the aliens with your weapons and a jetpack to save a Mars colony from intrusion.
For the shooter I was responsible for creating the mechanics of the weapons and interactive objects, AI systems and behavior, User Interface implementation and VFX.
The player’s character has access to three weapons: the light submachine gun, the high-precision laser rifle and a burst laser gun.
To quickly traverse long distances players can use a jetpack — to lift the character into the air or to rapidly change directions, using a quick dash.


The enemies do not give up easily — after spotting the main character they will strafe around, hiding behing cover and making themselves a harder target. The foes use drones to search the area for them — those machines use a different AI system created for flying characters.
O’raya
A single-player adventure video game

Genre: Adventure Platform: PC Game Engine: Unreal Engine 5.4 Features: A blind girl adventure in a magical underwater world. Seeking for the medallion of her mother, she finds her way with the help of seashells and talking sea creatures.Achievements: The project appeared on game festivals and won a 500.000 rubles grant on the «Game Factory 2.0» program
In this project I was responsible for the code of all game mechanics — character movement, interactive objects and AI systems.


Setting up the animations for all characters was another task I was responsible for. To make animations feel smooth, I write the code to determine the way they need to blend, fade, and adapt to the gameplay.
For some characters I have created a control rig which directs the way the character body must adjust when moving — like smoothly moving the rest of the body after the head in the shark example.



